5 * Functions to paint images in 2D and 3D.
7 * ***** BEGIN GPL LICENSE BLOCK *****
9 * This program is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU General Public License
11 * as published by the Free Software Foundation; either version 2
12 * of the License, or (at your option) any later version.
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
19 * along with this program; if not, write to the Free Software Foundation,
20 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
22 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
23 * All rights reserved.
25 * The Original Code is: some of this file.
27 * Contributor(s): Jens Ole Wund (bjornmose), Campbell Barton (ideasman42)
29 * ***** END GPL LICENSE BLOCK *****
37 #include "MEM_guardedalloc.h"
40 #include "BLI_winstuff.h"
43 #include "BLI_blenlib.h"
44 #include "BLI_dynstr.h"
45 #include "BLI_linklist.h"
46 #include "BLI_memarena.h"
47 #include "BLI_threads.h"
48 #include "BLI_utildefines.h"
52 #include "IMB_imbuf.h"
53 #include "IMB_imbuf_types.h"
55 #include "DNA_mesh_types.h"
56 #include "DNA_meshdata_types.h"
57 #include "DNA_object_types.h"
58 #include "DNA_scene_types.h"
59 #include "DNA_brush_types.h"
61 #include "BKE_context.h"
62 #include "BKE_idprop.h"
63 #include "BKE_object.h"
64 #include "BKE_brush.h"
65 #include "BKE_image.h"
68 #include "BKE_paint.h"
69 #include "BKE_DerivedMesh.h"
70 #include "BKE_report.h"
71 #include "BKE_depsgraph.h"
72 #include "BKE_library.h"
75 #include "BIF_glutil.h"
77 #include "UI_view2d.h"
80 #include "ED_screen.h"
81 #include "ED_sculpt.h"
82 #include "ED_view3d.h"
87 #include "RNA_access.h"
88 #include "RNA_define.h"
89 #include "RNA_enum_types.h"
93 #include "paint_intern.h"
95 /* Defines and Structs */
97 #define IMAPAINT_CHAR_TO_FLOAT(c) ((c)/255.0f)
99 #define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f) { (c)[0]=FTOCHAR((f)[0]); (c)[1]=FTOCHAR((f)[1]); (c)[2]=FTOCHAR((f)[2]); }
100 #define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f) { (c)[0]=FTOCHAR((f)[0]); (c)[1]=FTOCHAR((f)[1]); (c)[2]=FTOCHAR((f)[2]); (c)[3]=FTOCHAR((f)[3]); }
102 #define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c) { (f)[0]=IMAPAINT_CHAR_TO_FLOAT((c)[0]); (f)[1]=IMAPAINT_CHAR_TO_FLOAT((c)[1]); (f)[2]=IMAPAINT_CHAR_TO_FLOAT((c)[2]); }
103 #define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c) { (f)[0]=IMAPAINT_CHAR_TO_FLOAT((c)[0]); (f)[1]=IMAPAINT_CHAR_TO_FLOAT((c)[1]); (f)[2]=IMAPAINT_CHAR_TO_FLOAT((c)[2]); (f)[3]=IMAPAINT_CHAR_TO_FLOAT((c)[3]); }
104 #define IMAPAINT_FLOAT_RGB_COPY(a, b) VECCOPY(a, b)
106 #define IMAPAINT_TILE_BITS 6
107 #define IMAPAINT_TILE_SIZE (1 << IMAPAINT_TILE_BITS)
108 #define IMAPAINT_TILE_NUMBER(size) (((size)+IMAPAINT_TILE_SIZE-1) >> IMAPAINT_TILE_BITS)
110 static void imapaint_image_update(SpaceImage *sima, Image *image, ImBuf *ibuf, short texpaint);
113 typedef struct ImagePaintState {
124 short clonefreefloat;
125 char *warnpackedfile;
128 /* texture paint only */
135 typedef struct ImagePaintPartialRedraw {
138 } ImagePaintPartialRedraw;
140 typedef struct ImagePaintRegion {
146 /* ProjectionPaint defines */
148 /* approx the number of buckets to have under the brush,
149 * used with the brush size to set the ps->buckets_x and ps->buckets_y value.
151 * When 3 - a brush should have ~9 buckets under it at once
152 * ...this helps for threading while painting as well as
153 * avoiding initializing pixels that wont touch the brush */
154 #define PROJ_BUCKET_BRUSH_DIV 4
156 #define PROJ_BUCKET_RECT_MIN 4
157 #define PROJ_BUCKET_RECT_MAX 256
159 #define PROJ_BOUNDBOX_DIV 8
160 #define PROJ_BOUNDBOX_SQUARED (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
162 //#define PROJ_DEBUG_PAINT 1
163 //#define PROJ_DEBUG_NOSEAMBLEED 1
164 //#define PROJ_DEBUG_PRINT_CLIP 1
165 #define PROJ_DEBUG_WINCLIP 1
167 /* projectFaceSeamFlags options */
168 //#define PROJ_FACE_IGNORE (1<<0) /* When the face is hidden, backfacing or occluded */
169 //#define PROJ_FACE_INIT (1<<1) /* When we have initialized the faces data */
170 #define PROJ_FACE_SEAM1 (1<<0) /* If this face has a seam on any of its edges */
171 #define PROJ_FACE_SEAM2 (1<<1)
172 #define PROJ_FACE_SEAM3 (1<<2)
173 #define PROJ_FACE_SEAM4 (1<<3)
175 #define PROJ_FACE_NOSEAM1 (1<<4)
176 #define PROJ_FACE_NOSEAM2 (1<<5)
177 #define PROJ_FACE_NOSEAM3 (1<<6)
178 #define PROJ_FACE_NOSEAM4 (1<<7)
180 #define PROJ_SRC_VIEW 1
181 #define PROJ_SRC_IMAGE_CAM 2
182 #define PROJ_SRC_IMAGE_VIEW 3
184 #define PROJ_VIEW_DATA_ID "view_data"
185 #define PROJ_VIEW_DATA_SIZE (4*4 + 4*4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
188 /* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
189 * as this number approaches 1.0f the likelihood increases of float precision errors where
190 * it is occluded by an adjacent face */
191 #define PROJ_FACE_SCALE_SEAM 0.99f
193 #define PROJ_BUCKET_NULL 0
194 #define PROJ_BUCKET_INIT (1<<0)
195 // #define PROJ_BUCKET_CLONE_INIT (1<<1)
197 /* used for testing doubles, if a point is on a line etc */
198 #define PROJ_GEOM_TOLERANCE 0.00075f
201 #define PROJ_VERT_CULL 1
203 #define PI_80_DEG ((M_PI_2 / 9) * 8)
205 /* This is mainly a convenience struct used so we can keep an array of images we use
206 * Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
207 * because 'partRedrawRect' and 'touch' values would not be thread safe */
208 typedef struct ProjPaintImage {
211 ImagePaintPartialRedraw *partRedrawRect;
212 void **undoRect; /* only used to build undo tiles after painting */
216 /* Main projection painting struct passed to all projection painting functions */
217 typedef struct ProjPaintState {
222 int source; /* PROJ_SRC_**** */
227 /* end similarities with ImagePaintState */
237 MTFace *dm_mtface_clone; /* other UV layer, use for cloning between layers */
238 MTFace *dm_mtface_stencil;
240 /* projection painting only */
241 MemArena *arena_mt[BLENDER_MAX_THREADS];/* for multithreading, the first item is sometimes used for non threaded cases too */
242 LinkNode **bucketRect; /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
243 LinkNode **bucketFaces; /* bucketRect aligned array linkList of faces overlapping each bucket */
244 unsigned char *bucketFlags; /* store if the bucks have been initialized */
245 #ifndef PROJ_DEBUG_NOSEAMBLEED
246 char *faceSeamFlags; /* store info about faces, if they are initialized etc*/
247 float (*faceSeamUVs)[4][2]; /* expanded UVs for faces to use as seams */
248 LinkNode **vertFaces; /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
250 char *vertFlags; /* store options per vert, now only store if the vert is pointing away from the view */
251 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 */
254 ProjPaintImage *projImages;
256 int image_tot; /* size of projectImages array */
258 float (*screenCoords)[4]; /* verts projected into floating point screen space */
260 float screenMin[2]; /* 2D bounds for mesh verts on the screen's plane (screenspace) */
262 float screen_width; /* Calculated from screenMin & screenMax */
264 int winx, winy; /* from the carea or from the projection render */
266 /* options for projection painting */
268 int do_layer_stencil;
269 int do_layer_stencil_inv;
271 short do_occlude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
272 short do_backfacecull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
273 short do_mask_normal; /* mask out pixels based on their normals */
274 float normal_angle; /* what angle to mask at*/
275 float normal_angle_inner;
276 float normal_angle_range; /* difference between normal_angle and normal_angle_inner, for easy access */
279 short is_airbrush; /* only to avoid using (ps.brush->flag & BRUSH_AIRBRUSH) */
280 short is_texbrush; /* only to avoid running */
281 #ifndef PROJ_DEBUG_NOSEAMBLEED
285 float cloneOffset[2];
287 float projectMat[4][4]; /* Projection matrix, use for getting screen coords */
288 float viewDir[3]; /* View vector, use for do_backfacecull and for ray casting with an ortho viewport */
289 float viewPos[3]; /* View location in object relative 3D space, so can compare to verts */
290 float clipsta, clipend;
293 Image *reproject_image;
294 ImBuf *reproject_ibuf;
301 int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
304 typedef union pixelPointer
306 float *f_pt; /* float buffer */
307 unsigned int *uint_pt; /* 2 ways to access a char buffer */
308 unsigned char *ch_pt;
311 typedef union pixelStore
318 typedef struct ProjPixel {
319 float projCoSS[2]; /* the floating point screen projection of this pixel */
321 /* Only used when the airbrush is disabled.
322 * Store the max mask value to avoid painting over an area with a lower opacity
323 * with an advantage that we can avoid touching the pixel at all, if the
324 * new mask value is lower then mask_max */
325 unsigned short mask_max;
327 /* for various reasons we may want to mask out painting onto this pixel */
332 PixelStore origColor;
336 short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */
337 unsigned char bb_cell_index;
340 typedef struct ProjPixelClone {
341 struct ProjPixel __pp;
345 /* Finish projection painting structs */
347 typedef struct UndoImageTile {
348 struct UndoImageTile *next, *prev;
350 char idname[MAX_ID_NAME]; /* name instead of pointer*/
356 static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0};
360 static void undo_copy_tile(UndoImageTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int restore)
362 /* copy or swap contents of tile->rect and region in ibuf->rect */
363 IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x*IMAPAINT_TILE_SIZE,
364 tile->y*IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
366 if(ibuf->rect_float) {
367 SWAP(void*, tmpibuf->rect_float, tile->rect);
369 SWAP(void*, tmpibuf->rect, tile->rect);
373 IMB_rectcpy(ibuf, tmpibuf, tile->x*IMAPAINT_TILE_SIZE,
374 tile->y*IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
377 static void *image_undo_push_tile(Image *ima, ImBuf *ibuf, ImBuf **tmpibuf, int x_tile, int y_tile)
379 ListBase *lb= undo_paint_push_get_list(UNDO_PAINT_IMAGE);
383 for(tile=lb->first; tile; tile=tile->next)
384 if(tile->x == x_tile && tile->y == y_tile && strcmp(tile->idname, ima->id.name)==0)
388 *tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32, IB_rectfloat|IB_rect);
390 tile= MEM_callocN(sizeof(UndoImageTile), "UndoImageTile");
391 strcpy(tile->idname, ima->id.name);
395 allocsize= IMAPAINT_TILE_SIZE*IMAPAINT_TILE_SIZE*4;
396 allocsize *= (ibuf->rect_float)? sizeof(float): sizeof(char);
397 tile->rect= MEM_mapallocN(allocsize, "UndeImageTile.rect");
399 undo_copy_tile(tile, *tmpibuf, ibuf, 0);
400 undo_paint_push_count_alloc(UNDO_PAINT_IMAGE, allocsize);
402 BLI_addtail(lb, tile);
407 static void image_undo_restore(bContext *C, ListBase *lb)
409 Main *bmain= CTX_data_main(C);
411 ImBuf *ibuf, *tmpibuf;
414 tmpibuf= IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
415 IB_rectfloat|IB_rect);
417 for(tile=lb->first; tile; tile=tile->next) {
418 /* find image based on name, pointer becomes invalid with global undo */
419 if(ima && strcmp(tile->idname, ima->id.name)==0);
421 for(ima=bmain->image.first; ima; ima=ima->id.next)
422 if(strcmp(tile->idname, ima->id.name)==0)
426 ibuf= BKE_image_get_ibuf(ima, NULL);
428 if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float))
431 undo_copy_tile(tile, tmpibuf, ibuf, 1);
433 GPU_free_image(ima); /* force OpenGL reload */
435 imb_freerectImBuf(ibuf); /* force recreate of char rect */
438 IMB_freeImBuf(tmpibuf);
441 static void image_undo_free(ListBase *lb)
445 for(tile=lb->first; tile; tile=tile->next)
446 MEM_freeN(tile->rect);
449 /* fast projection bucket array lookup, use the safe version for bound checking */
450 static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
452 /* If we were not dealing with screenspace 2D coords we could simple do...
453 * ps->bucketRect[x + (y*ps->buckets_y)] */
456 * projCoSS[0] - ps->screenMin[0] : zero origin
457 * ... / ps->screen_width : range from 0.0 to 1.0
458 * ... * ps->buckets_x : use as a bucket index
460 * Second multiplication does similar but for vertical offset
462 return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x)) +
463 ( ( (int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
466 static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
468 int bucket_index = project_bucket_offset(ps, projCoSS);
470 if (bucket_index < 0 || bucket_index >= ps->buckets_x*ps->buckets_y) {
478 /* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
479 static void barycentric_weights_v2_persp(float v1[4], float v2[4], float v3[4], float co[2], float w[3])
481 float wtot_inv, wtot;
483 w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
484 w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
485 w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
486 wtot = w[0]+w[1]+w[2];
489 wtot_inv = 1.0f/wtot;
491 w[0] = w[0]*wtot_inv;
492 w[1] = w[1]*wtot_inv;
493 w[2] = w[2]*wtot_inv;
495 else /* dummy values for zero area face */
496 w[0] = w[1] = w[2] = 1.0f/3.0f;
499 static float VecZDepthOrtho(float pt[2], float v1[3], float v2[3], float v3[3], float w[3])
501 barycentric_weights_v2(v1, v2, v3, pt, w);
502 return (v1[2]*w[0]) + (v2[2]*w[1]) + (v3[2]*w[2]);
505 static float VecZDepthPersp(float pt[2], float v1[3], float v2[3], float v3[3], float w[3])
507 barycentric_weights_v2_persp(v1, v2, v3, pt, w);
508 return (v1[2]*w[0]) + (v2[2]*w[1]) + (v3[2]*w[2]);
512 /* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
513 static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side)
517 float *v1, *v2, *v3, *v4;
521 int best_face_index = -1;
522 float z_depth_best = FLT_MAX, z_depth;
525 bucket_index = project_bucket_offset_safe(ps, pt);
526 if (bucket_index==-1)
531 /* we could return 0 for 1 face buckets, as long as this function assumes
532 * that the point its testing is only every originated from an existing face */
534 for (node= ps->bucketFaces[bucket_index]; node; node= node->next) {
535 face_index = GET_INT_FROM_POINTER(node->link);
536 mf= ps->dm_mface + face_index;
538 v1= ps->screenCoords[mf->v1];
539 v2= ps->screenCoords[mf->v2];
540 v3= ps->screenCoords[mf->v3];
542 if (isect_point_tri_v2(pt, v1, v2, v3)) {
543 if (ps->is_ortho) z_depth= VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
544 else z_depth= VecZDepthPersp(pt, v1, v2, v3, w_tmp);
546 if (z_depth < z_depth_best) {
547 best_face_index = face_index;
549 z_depth_best = z_depth;
554 v4= ps->screenCoords[mf->v4];
556 if (isect_point_tri_v2(pt, v1, v3, v4)) {
557 if (ps->is_ortho) z_depth= VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
558 else z_depth= VecZDepthPersp(pt, v1, v3, v4, w_tmp);
560 if (z_depth < z_depth_best) {
561 best_face_index = face_index;
563 z_depth_best = z_depth;
571 return best_face_index; /* will be -1 or a valid face */
574 /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
575 static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
578 *x = (float)fmodf(uv[0], 1.0f);
579 *y = (float)fmodf(uv[1], 1.0f);
581 if (*x < 0.0f) *x += 1.0f;
582 if (*y < 0.0f) *y += 1.0f;
584 *x = *x * ibuf_x - 0.5f;
585 *y = *y * ibuf_y - 0.5f;
588 /* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
589 static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
599 face_index = project_paint_PickFace(ps, pt, w, &side);
601 if (face_index == -1)
604 tf = ps->dm_mtface + face_index;
607 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
610 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
613 ibuf = tf->tpage->ibufs.first; /* we must have got the imbuf before getting here */
618 uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
620 if (ibuf->rect_float) {
622 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
626 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
627 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
632 bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
635 unsigned char rgba_tmp[4];
636 bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
637 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
642 //xi = (int)((uv[0]*ibuf->x) + 0.5f);
643 //yi = (int)((uv[1]*ibuf->y) + 0.5f);
644 //if (xi<0 || xi>=ibuf->x || yi<0 || yi>=ibuf->y) return 0;
647 xi = ((int)(uv[0]*ibuf->x)) % ibuf->x;
648 if (xi<0) xi += ibuf->x;
649 yi = ((int)(uv[1]*ibuf->y)) % ibuf->y;
650 if (yi<0) yi += ibuf->y;
654 if (ibuf->rect_float) {
655 float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
656 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
659 *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
664 if (ibuf->rect_float) {
665 QUATCOPY(rgba_fp, ((float *)ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
668 char *tmp_ch= ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
669 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
676 /* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
679 * -1 : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
681 2 : occluded with w[3] weights set (need to know in some cases) */
683 static int project_paint_occlude_ptv(float pt[3], float v1[3], float v2[3], float v3[3], float w[3], int is_ortho)
685 /* if all are behind us, return false */
686 if(v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
689 /* do a 2D point in try intersection */
690 if (!isect_point_tri_v2(pt, v1, v2, v3))
691 return 0; /* we know there is */
694 /* From here on we know there IS an intersection */
695 /* if ALL of the verts are infront of us then we know it intersects ? */
696 if(v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
700 /* we intersect? - find the exact depth at the point of intersection */
701 /* Is this point is occluded by another face? */
703 if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
706 if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
713 static int project_paint_occlude_ptv_clip(
714 const ProjPaintState *ps, const MFace *mf,
715 float pt[3], float v1[3], float v2[3], float v3[3],
719 int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
724 if (ret==1) { /* weights not calculated */
725 if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
726 else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
729 /* Test if we're in the clipped area, */
730 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);
731 else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
733 if(!view3d_test_clipping(ps->rv3d, wco, 1)) {
741 /* Check if a screenspace location is occluded by any other faces
742 * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
743 * and dosn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
744 static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
749 float w[3]; /* not needed when clipping */
750 const short do_clip= ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
752 /* we could return 0 for 1 face buckets, as long as this function assumes
753 * that the point its testing is only every originated from an existing face */
755 for (; bucketFace; bucketFace = bucketFace->next) {
756 face_index = GET_INT_FROM_POINTER(bucketFace->link);
758 if (orig_face != face_index) {
759 mf = ps->dm_mface + face_index;
761 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
763 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
765 /* Note, if isect_ret==-1 then we dont want to test the other side of the quad */
766 if (isect_ret==0 && mf->v4) {
768 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
770 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
773 /* TODO - we may want to cache the first hit,
774 * it is not possible to swap the face order in the list anymore */
782 /* basic line intersection, could move to arithb.c, 2 points with a horiz line
783 * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
785 #define ISECT_TRUE_P1 2
786 #define ISECT_TRUE_P2 3
787 static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
791 if (y_level==p1[1]) { /* are we touching the first point? - no interpolation needed */
793 return ISECT_TRUE_P1;
795 if (y_level==p2[1]) { /* are we touching the second point? - no interpolation needed */
797 return ISECT_TRUE_P2;
800 y_diff= fabsf(p1[1]-p2[1]); /* yuck, horizontal line, we cant do much here */
802 if (y_diff < 0.000001f) {
803 *x_isect = (p1[0]+p2[0]) * 0.5f;
807 if (p1[1] > y_level && p2[1] < y_level) {
808 *x_isect = (p2[0]*(p1[1]-y_level) + p1[0]*(y_level-p2[1])) / y_diff; /*(p1[1]-p2[1]);*/
811 else if (p1[1] < y_level && p2[1] > y_level) {
812 *x_isect = (p2[0]*(y_level-p1[1]) + p1[0]*(p2[1]-y_level)) / y_diff; /*(p2[1]-p1[1]);*/
820 static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
824 if (x_level==p1[0]) { /* are we touching the first point? - no interpolation needed */
826 return ISECT_TRUE_P1;
828 if (x_level==p2[0]) { /* are we touching the second point? - no interpolation needed */
830 return ISECT_TRUE_P2;
833 x_diff= fabsf(p1[0]-p2[0]); /* yuck, horizontal line, we cant do much here */
835 if (x_diff < 0.000001) { /* yuck, vertical line, we cant do much here */
836 *y_isect = (p1[0]+p2[0]) * 0.5f;
840 if (p1[0] > x_level && p2[0] < x_level) {
841 *y_isect = (p2[1]*(p1[0]-x_level) + p1[1]*(x_level-p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
844 else if (p1[0] < x_level && p2[0] > x_level) {
845 *y_isect = (p2[1]*(x_level-p1[0]) + p1[1]*(p2[0]-x_level)) / x_diff; /*(p2[0]-p1[0]);*/
853 /* simple func use for comparing UV locations to check if there are seams.
854 * Its possible this gives incorrect results, when the UVs for 1 face go into the next
855 * tile, but do not do this for the adjacent face, it could return a false positive.
856 * This is so unlikely that Id not worry about it. */
857 #ifndef PROJ_DEBUG_NOSEAMBLEED
858 static int cmp_uv(const float vec2a[2], const float vec2b[2])
860 /* if the UV's are not between 0.0 and 1.0 */
861 float xa = (float)fmodf(vec2a[0], 1.0f);
862 float ya = (float)fmodf(vec2a[1], 1.0f);
864 float xb = (float)fmodf(vec2b[0], 1.0f);
865 float yb = (float)fmodf(vec2b[1], 1.0f);
867 if (xa < 0.0f) xa += 1.0f;
868 if (ya < 0.0f) ya += 1.0f;
870 if (xb < 0.0f) xb += 1.0f;
871 if (yb < 0.0f) yb += 1.0f;
873 return ((fabsf(xa-xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya-yb) < PROJ_GEOM_TOLERANCE)) ? 1:0;
877 /* set min_px and max_px to the image space bounds of the UV coords
878 * return zero if there is no area in the returned rectangle */
879 #ifndef PROJ_DEBUG_NOSEAMBLEED
880 static int pixel_bounds_uv(
881 const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
883 const int ibuf_x, const int ibuf_y,
886 float min_uv[2], max_uv[2]; /* UV bounds */
888 INIT_MINMAX2(min_uv, max_uv);
890 DO_MINMAX2(uv1, min_uv, max_uv);
891 DO_MINMAX2(uv2, min_uv, max_uv);
892 DO_MINMAX2(uv3, min_uv, max_uv);
894 DO_MINMAX2(uv4, min_uv, max_uv);
896 bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
897 bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
899 bounds_px->xmax = (int)(ibuf_x * max_uv[0]) +1;
900 bounds_px->ymax = (int)(ibuf_y * max_uv[1]) +1;
902 /*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
904 /* face uses no UV area when quantized to pixels? */
905 return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
909 static int pixel_bounds_array(float (* uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
911 float min_uv[2], max_uv[2]; /* UV bounds */
917 INIT_MINMAX2(min_uv, max_uv);
920 DO_MINMAX2((*uv), min_uv, max_uv);
924 bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
925 bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
927 bounds_px->xmax = (int)(ibuf_x * max_uv[0]) +1;
928 bounds_px->ymax = (int)(ibuf_y * max_uv[1]) +1;
930 /*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
932 /* face uses no UV area when quantized to pixels? */
933 return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
936 #ifndef PROJ_DEBUG_NOSEAMBLEED
938 /* This function returns 1 if this face has a seam along the 2 face-vert indicies
939 * 'orig_i1_fidx' and 'orig_i2_fidx' */
940 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)
945 int i1_fidx = -1, i2_fidx = -1; /* index in face */
948 const MFace *orig_mf = ps->dm_mface + orig_face;
949 const MTFace *orig_tf = ps->dm_mtface + orig_face;
951 /* vert indicies from face vert order indicies */
952 i1 = (*(&orig_mf->v1 + orig_i1_fidx));
953 i2 = (*(&orig_mf->v1 + orig_i2_fidx));
955 for (node = ps->vertFaces[i1]; node; node = node->next) {
956 face_index = GET_INT_FROM_POINTER(node->link);
958 if (face_index != orig_face) {
959 mf = ps->dm_mface + face_index;
960 /* could check if the 2 faces images match here,
961 * but then there wouldn't be a way to return the opposite face's info */
964 /* We need to know the order of the verts in the adjacent face
965 * set the i1_fidx and i2_fidx to (0,1,2,3) */
966 if (mf->v1==i1) i1_fidx = 0;
967 else if (mf->v2==i1) i1_fidx = 1;
968 else if (mf->v3==i1) i1_fidx = 2;
969 else if (mf->v4 && mf->v4==i1) i1_fidx = 3;
971 if (mf->v1==i2) i2_fidx = 0;
972 else if (mf->v2==i2) i2_fidx = 1;
973 else if (mf->v3==i2) i2_fidx = 2;
974 else if (mf->v4 && mf->v4==i2) i2_fidx = 3;
976 /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
978 /* This IS an adjacent face!, now lets check if the UVs are ok */
979 tf = ps->dm_mtface + face_index;
981 /* set up the other face */
982 *other_face = face_index;
983 *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
985 /* first test if they have the same image */
986 if ( (orig_tf->tpage == tf->tpage) &&
987 cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
988 cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
990 // printf("SEAM (NONE)\n");
995 // printf("SEAM (UV GAP)\n");
1001 // printf("SEAM (NO FACE)\n");
1006 /* Calculate outset UV's, this is not the same as simply scaling the UVs,
1007 * since the outset coords are a margin that keep an even distance from the original UV's,
1008 * note that the image aspect is taken into account */
1009 static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const float scaler, const int ibuf_x, const int ibuf_y, const int is_quad)
1011 float a1, a2, a3, a4=0.0f;
1012 float puv[4][2]; /* pixelspace uv's */
1013 float no1[2], no2[2], no3[2], no4[2]; /* normals */
1014 float dir1[2], dir2[2], dir3[2], dir4[2];
1017 ibuf_inv[0]= 1.0f / (float)ibuf_x;
1018 ibuf_inv[1]= 1.0f / (float)ibuf_y;
1020 /* make UV's in pixel space so we can */
1021 puv[0][0] = orig_uv[0][0] * ibuf_x;
1022 puv[0][1] = orig_uv[0][1] * ibuf_y;
1024 puv[1][0] = orig_uv[1][0] * ibuf_x;
1025 puv[1][1] = orig_uv[1][1] * ibuf_y;
1027 puv[2][0] = orig_uv[2][0] * ibuf_x;
1028 puv[2][1] = orig_uv[2][1] * ibuf_y;
1031 puv[3][0] = orig_uv[3][0] * ibuf_x;
1032 puv[3][1] = orig_uv[3][1] * ibuf_y;
1035 /* face edge directions */
1036 sub_v2_v2v2(dir1, puv[1], puv[0]);
1037 sub_v2_v2v2(dir2, puv[2], puv[1]);
1042 sub_v2_v2v2(dir3, puv[3], puv[2]);
1043 sub_v2_v2v2(dir4, puv[0], puv[3]);
1048 sub_v2_v2v2(dir3, puv[0], puv[2]);
1052 /* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
1053 * This is incorrect. Its already given radians but without it wont work.
1054 * need to look into a fix - campbell */
1056 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI/180.0f));
1057 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI/180.0f));
1058 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI/180.0f));
1059 a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI/180.0f));
1062 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI/180.0f));
1063 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI/180.0f));
1064 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI/180.0f));
1068 sub_v2_v2v2(no1, dir4, dir1);
1069 sub_v2_v2v2(no2, dir1, dir2);
1070 sub_v2_v2v2(no3, dir2, dir3);
1071 sub_v2_v2v2(no4, dir3, dir4);
1076 mul_v2_fl(no1, a1*scaler);
1077 mul_v2_fl(no2, a2*scaler);
1078 mul_v2_fl(no3, a3*scaler);
1079 mul_v2_fl(no4, a4*scaler);
1080 add_v2_v2v2(outset_uv[0], puv[0], no1);
1081 add_v2_v2v2(outset_uv[1], puv[1], no2);
1082 add_v2_v2v2(outset_uv[2], puv[2], no3);
1083 add_v2_v2v2(outset_uv[3], puv[3], no4);
1084 mul_v2_v2(outset_uv[0], ibuf_inv);
1085 mul_v2_v2(outset_uv[1], ibuf_inv);
1086 mul_v2_v2(outset_uv[2], ibuf_inv);
1087 mul_v2_v2(outset_uv[3], ibuf_inv);
1090 sub_v2_v2v2(no1, dir3, dir1);
1091 sub_v2_v2v2(no2, dir1, dir2);
1092 sub_v2_v2v2(no3, dir2, dir3);
1096 mul_v2_fl(no1, a1*scaler);
1097 mul_v2_fl(no2, a2*scaler);
1098 mul_v2_fl(no3, a3*scaler);
1099 add_v2_v2v2(outset_uv[0], puv[0], no1);
1100 add_v2_v2v2(outset_uv[1], puv[1], no2);
1101 add_v2_v2v2(outset_uv[2], puv[2], no3);
1103 mul_v2_v2(outset_uv[0], ibuf_inv);
1104 mul_v2_v2(outset_uv[1], ibuf_inv);
1105 mul_v2_v2(outset_uv[2], ibuf_inv);
1110 * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
1111 * 1<<i - where i is (0-3)
1113 * If we're multithreadng, make sure threads are locked when this is called
1115 static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
1117 int other_face, other_fidx; /* vars for the other face, we also set its flag */
1118 int fidx1 = is_quad ? 3 : 2;
1119 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 */
1122 if ((ps->faceSeamFlags[face_index] & (1<<fidx1|16<<fidx1)) == 0) {
1123 if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
1124 ps->faceSeamFlags[face_index] |= 1<<fidx1;
1125 if (other_face != -1)
1126 ps->faceSeamFlags[other_face] |= 1<<other_fidx;
1129 ps->faceSeamFlags[face_index] |= 16<<fidx1;
1130 if (other_face != -1)
1131 ps->faceSeamFlags[other_face] |= 16<<other_fidx; /* second 4 bits for disabled */
1138 #endif // PROJ_DEBUG_NOSEAMBLEED
1141 /* TODO - move to arithb.c */
1143 /* little sister we only need to know lambda */
1144 #ifndef PROJ_DEBUG_NOSEAMBLEED
1145 static float lambda_cp_line2(const float p[2], const float l1[2], const float l2[2])
1149 u[0] = l2[0] - l1[0];
1150 u[1] = l2[1] - l1[1];
1152 h[0] = p[0] - l1[0];
1153 h[1] = p[1] - l1[1];
1155 return(dot_v2v2(u, h)/dot_v2v2(u, u));
1157 #endif // PROJ_DEBUG_NOSEAMBLEED
1160 /* Converts a UV location to a 3D screenspace location
1161 * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
1163 * This is used for finding a pixels location in screenspace for painting */
1164 static void screen_px_from_ortho(
1166 float v1co[3], float v2co[3], float v3co[3], /* Screenspace coords */
1167 float uv1co[2], float uv2co[2], float uv3co[2],
1168 float pixelScreenCo[4],
1171 barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1172 interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1175 /* same as screen_px_from_ortho except we need to take into account
1176 * the perspective W coord for each vert */
1177 static void screen_px_from_persp(
1179 float v1co[3], float v2co[3], float v3co[3], /* screenspace coords */
1180 float uv1co[2], float uv2co[2], float uv3co[2],
1181 float pixelScreenCo[4],
1185 float wtot_inv, wtot;
1186 barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1188 /* re-weight from the 4th coord of each screen vert */
1193 wtot = w[0]+w[1]+w[2];
1196 wtot_inv = 1.0f / wtot;
1202 w[0] = w[1] = w[2] = 1.0f/3.0f; /* dummy values for zero area face */
1204 /* done re-weighting */
1206 interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1209 static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const float w[3], int side, unsigned char rgba_ub[4], float rgba_f[4])
1211 float *uvCo1, *uvCo2, *uvCo3;
1212 float uv_other[2], x, y;
1214 uvCo1 = (float *)tf_other->uv[0];
1216 uvCo2 = (float *)tf_other->uv[2];
1217 uvCo3 = (float *)tf_other->uv[3];
1220 uvCo2 = (float *)tf_other->uv[1];
1221 uvCo3 = (float *)tf_other->uv[2];
1224 interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float*)w);
1227 uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
1230 if (ibuf_other->rect_float) { /* from float to float */
1231 bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
1233 else { /* from char to float */
1234 bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
1239 /* run this outside project_paint_uvpixel_init since pixels with mask 0 dont need init */
1240 float project_paint_uvpixel_mask(
1241 const ProjPaintState *ps,
1242 const int face_index,
1249 if (ps->do_layer_stencil) {
1250 /* another UV layers image is masking this one's */
1252 const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
1254 if (tf_other->tpage && (ibuf_other = BKE_image_get_ibuf(tf_other->tpage, NULL))) {
1255 /* BKE_image_get_ibuf - TODO - this may be slow */
1256 unsigned char rgba_ub[4];
1259 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
1261 if (ibuf_other->rect_float) { /* from float to float */
1262 mask = ((rgba_f[0]+rgba_f[1]+rgba_f[2])/3.0f) * rgba_f[3];
1264 else { /* from char to float */
1265 mask = ((rgba_ub[0]+rgba_ub[1]+rgba_ub[2])/(256*3.0f)) * (rgba_ub[3]/256.0f);
1268 if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
1269 mask = (1.0f - mask);
1282 /* calculate mask */
1283 if (ps->do_mask_normal) {
1284 MFace *mf = ps->dm_mface + face_index;
1285 short *no1, *no2, *no3;
1287 no1 = ps->dm_mvert[mf->v1].no;
1289 no2 = ps->dm_mvert[mf->v3].no;
1290 no3 = ps->dm_mvert[mf->v4].no;
1293 no2 = ps->dm_mvert[mf->v2].no;
1294 no3 = ps->dm_mvert[mf->v3].no;
1297 no[0] = w[0]*no1[0] + w[1]*no2[0] + w[2]*no3[0];
1298 no[1] = w[0]*no1[1] + w[1]*no2[1] + w[2]*no3[1];
1299 no[2] = w[0]*no1[2] + w[1]*no2[2] + w[2]*no3[2];
1302 /* now we can use the normal as a mask */
1304 angle = angle_normalized_v3v3((float *)ps->viewDir, no);
1307 /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
1308 float viewDirPersp[3];
1309 float *co1, *co2, *co3;
1310 co1 = ps->dm_mvert[mf->v1].co;
1312 co2 = ps->dm_mvert[mf->v3].co;
1313 co3 = ps->dm_mvert[mf->v4].co;
1316 co2 = ps->dm_mvert[mf->v2].co;
1317 co3 = ps->dm_mvert[mf->v3].co;
1320 /* Get the direction from the viewPoint to the pixel and normalize */
1321 viewDirPersp[0] = (ps->viewPos[0] - (w[0]*co1[0] + w[1]*co2[0] + w[2]*co3[0]));
1322 viewDirPersp[1] = (ps->viewPos[1] - (w[0]*co1[1] + w[1]*co2[1] + w[2]*co3[1]));
1323 viewDirPersp[2] = (ps->viewPos[2] - (w[0]*co1[2] + w[1]*co2[2] + w[2]*co3[2]));
1324 normalize_v3(viewDirPersp);
1326 angle = angle_normalized_v3v3(viewDirPersp, no);
1329 if (angle >= ps->normal_angle) {
1330 return 0.0f; /* outsize the normal limit*/
1332 else if (angle > ps->normal_angle_inner) {
1333 mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
1334 } /* otherwise no mask normal is needed, were within the limit */
1337 // This only works when the opacity dosnt change while painting, stylus pressure messes with this
1339 // if (ps->is_airbrush==0) mask *= brush_alpha(ps->brush);
1344 /* run this function when we know a bucket's, face's pixel can be initialized,
1345 * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
1346 static ProjPixel *project_paint_uvpixel_init(
1347 const ProjPaintState *ps,
1350 short x_px, short y_px,
1352 const int face_index,
1353 const int image_index,
1354 const float pixelScreenCo[4],
1358 ProjPixel *projPixel;
1361 /* wrap pixel location */
1362 x_px = x_px % ibuf->x;
1363 if (x_px<0) x_px += ibuf->x;
1364 y_px = y_px % ibuf->y;
1365 if (y_px<0) y_px += ibuf->y;
1367 if (ps->tool==PAINT_TOOL_CLONE) {
1368 size = sizeof(ProjPixelClone);
1370 else if (ps->tool==PAINT_TOOL_SMEAR) {
1371 size = sizeof(ProjPixelClone);
1374 size = sizeof(ProjPixel);
1377 projPixel = (ProjPixel *)BLI_memarena_alloc(arena, size);
1378 //memset(projPixel, 0, size);
1380 if (ibuf->rect_float) {
1381 projPixel->pixel.f_pt = (float *)ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
1382 projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];
1383 projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];
1384 projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];
1385 projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];
1388 projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
1389 projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
1392 /* screenspace unclamped, we could keep its z and w values but dont need them at the moment */
1393 VECCOPY2D(projPixel->projCoSS, pixelScreenCo);
1395 projPixel->x_px = x_px;
1396 projPixel->y_px = y_px;
1398 projPixel->mask = (unsigned short)(mask * 65535);
1399 projPixel->mask_max = 0;
1401 /* which bounding box cell are we in?, needed for undo */
1402 projPixel->bb_cell_index = ((int)(((float)x_px/(float)ibuf->x) * PROJ_BOUNDBOX_DIV)) + ((int)(((float)y_px/(float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV ;
1404 /* done with view3d_project_float inline */
1405 if (ps->tool==PAINT_TOOL_CLONE) {
1406 if (ps->dm_mtface_clone) {
1408 const MTFace *tf_other = ps->dm_mtface_clone + face_index;
1410 if (tf_other->tpage && (ibuf_other = BKE_image_get_ibuf(tf_other->tpage, NULL))) {
1411 /* BKE_image_get_ibuf - TODO - this may be slow */
1413 if (ibuf->rect_float) {
1414 if (ibuf_other->rect_float) { /* from float to float */
1415 project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
1417 else { /* from char to float */
1418 unsigned char rgba_ub[4];
1419 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
1420 IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub);
1424 if (ibuf_other->rect_float) { /* float to char */
1426 project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
1427 IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba)
1429 else { /* char to char */
1430 project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
1435 if (ibuf->rect_float) {
1436 ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
1439 ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
1446 sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
1448 /* no need to initialize the bucket, we're only checking buckets faces and for this
1449 * the faces are already initialized in project_paint_delayed_face_init(...) */
1450 if (ibuf->rect_float) {
1451 if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
1452 ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
1456 if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
1457 ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
1463 #ifdef PROJ_DEBUG_PAINT
1464 if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
1465 else projPixel->pixel.ch_pt[0] = 0;
1467 projPixel->image_index = image_index;
1472 static int line_clip_rect2f(
1474 const float l1[2], const float l2[2],
1475 float l1_clip[2], float l2_clip[2])
1477 /* first account for horizontal, then vertical lines */
1479 if (fabsf(l1[1]-l2[1]) < PROJ_GEOM_TOLERANCE) {
1480 /* is the line out of range on its Y axis? */
1481 if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
1484 /* line is out of range on its X axis */
1485 if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
1490 if (fabsf(l1[0]-l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point (or close to)*/
1491 if (BLI_in_rctf(rect, l1[0], l1[1])) {
1492 VECCOPY2D(l1_clip, l1);
1493 VECCOPY2D(l2_clip, l2);
1501 VECCOPY2D(l1_clip, l1);
1502 VECCOPY2D(l2_clip, l2);
1503 CLAMP(l1_clip[0], rect->xmin, rect->xmax);
1504 CLAMP(l2_clip[0], rect->xmin, rect->xmax);
1507 else if (fabsf(l1[0]-l2[0]) < PROJ_GEOM_TOLERANCE) {
1508 /* is the line out of range on its X axis? */
1509 if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
1513 /* line is out of range on its Y axis */
1514 if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
1518 if (fabsf(l1[1]-l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point (or close to)*/
1519 if (BLI_in_rctf(rect, l1[0], l1[1])) {
1520 VECCOPY2D(l1_clip, l1);
1521 VECCOPY2D(l2_clip, l2);
1529 VECCOPY2D(l1_clip, l1);
1530 VECCOPY2D(l2_clip, l2);
1531 CLAMP(l1_clip[1], rect->ymin, rect->ymax);
1532 CLAMP(l2_clip[1], rect->ymin, rect->ymax);
1540 /* Done with vertical lines */
1542 /* are either of the points inside the rectangle ? */
1543 if (BLI_in_rctf(rect, l1[0], l1[1])) {
1544 VECCOPY2D(l1_clip, l1);
1548 if (BLI_in_rctf(rect, l2[0], l2[1])) {
1549 VECCOPY2D(l2_clip, l2);
1553 /* line inside rect */
1554 if (ok1 && ok2) return 1;
1557 if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1558 if (l1[1] < l2[1]) { /* line 1 is outside */
1560 l1_clip[1] = rect->ymin;
1565 l2_clip[1] = rect->ymin;
1570 if (ok1 && ok2) return 1;
1572 if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1573 if (l1[1] > l2[1]) { /* line 1 is outside */
1575 l1_clip[1] = rect->ymax;
1580 l2_clip[1] = rect->ymax;
1585 if (ok1 && ok2) return 1;
1588 if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1589 if (l1[0] < l2[0]) { /* line 1 is outside */
1590 l1_clip[0] = rect->xmin;
1595 l2_clip[0] = rect->xmin;
1601 if (ok1 && ok2) return 1;
1603 if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1604 if (l1[0] > l2[0]) { /* line 1 is outside */
1605 l1_clip[0] = rect->xmax;
1610 l2_clip[0] = rect->xmax;
1627 /* scale the quad & tri about its center
1628 * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
1629 * edge of the face but slightly inside it occlusion tests dont return hits on adjacent faces */
1630 #ifndef PROJ_DEBUG_NOSEAMBLEED
1631 static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
1634 cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
1635 cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
1636 cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
1638 sub_v3_v3v3(insetCos[0], origCos[0], cent);
1639 sub_v3_v3v3(insetCos[1], origCos[1], cent);
1640 sub_v3_v3v3(insetCos[2], origCos[2], cent);
1641 sub_v3_v3v3(insetCos[3], origCos[3], cent);
1643 mul_v3_fl(insetCos[0], inset);
1644 mul_v3_fl(insetCos[1], inset);
1645 mul_v3_fl(insetCos[2], inset);
1646 mul_v3_fl(insetCos[3], inset);
1648 add_v3_v3(insetCos[0], cent);
1649 add_v3_v3(insetCos[1], cent);
1650 add_v3_v3(insetCos[2], cent);
1651 add_v3_v3(insetCos[3], cent);
1655 static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
1658 cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
1659 cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
1660 cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
1662 sub_v3_v3v3(insetCos[0], origCos[0], cent);
1663 sub_v3_v3v3(insetCos[1], origCos[1], cent);
1664 sub_v3_v3v3(insetCos[2], origCos[2], cent);
1666 mul_v3_fl(insetCos[0], inset);
1667 mul_v3_fl(insetCos[1], inset);
1668 mul_v3_fl(insetCos[2], inset);
1670 add_v3_v3(insetCos[0], cent);
1671 add_v3_v3(insetCos[1], cent);
1672 add_v3_v3(insetCos[2], cent);
1674 #endif //PROJ_DEBUG_NOSEAMBLEED
1676 static float Vec2Lenf_nosqrt(const float *v1, const float *v2)
1685 static float Vec2Lenf_nosqrt_other(const float *v1, const float v2_1, const float v2_2)
1694 /* note, use a squared value so we can use Vec2Lenf_nosqrt
1695 * be sure that you have done a bounds check first or this may fail */
1696 /* only give bucket_bounds as an arg because we need it elsewhere */
1697 static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
1700 /* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect
1701 * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
1702 * this is even less work then an intersection test
1704 if (BLI_in_rctf(bucket_bounds, cent[0], cent[1]))
1708 if((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) || (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]) ) {
1712 /* out of bounds left */
1713 if (cent[0] < bucket_bounds->xmin) {
1714 /* lower left out of radius test */
1715 if (cent[1] < bucket_bounds->ymin) {
1716 return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1719 else if (cent[1] > bucket_bounds->ymax) {
1720 return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1723 else if (cent[0] > bucket_bounds->xmax) {
1724 /* lower right out of radius test */
1725 if (cent[1] < bucket_bounds->ymin) {
1726 return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1728 /* top right test */
1729 else if (cent[1] > bucket_bounds->ymax) {
1730 return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1739 /* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
1740 * in ortho view this function gives good results when bucket_bounds are outside the triangle
1741 * however in some cases, perspective view will mess up with faces that have minimal screenspace area (viewed from the side)
1743 * for this reason its not relyable in this case so we'll use the Simple Barycentric' funcs that only account for points inside the triangle.
1744 * however switching back to this for ortho is always an option */
1746 static void rect_to_uvspace_ortho(
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],
1756 /* get the UV space bounding box */
1757 uv[0] = bucket_bounds->xmax;
1758 uv[1] = bucket_bounds->ymin;
1759 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1760 interp_v2_v2v2v2(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
1762 //uv[0] = bucket_bounds->xmax; // set above
1763 uv[1] = bucket_bounds->ymax;
1764 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1765 interp_v2_v2v2v2(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
1767 uv[0] = bucket_bounds->xmin;
1768 //uv[1] = bucket_bounds->ymax; // set above
1769 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1770 interp_v2_v2v2v2(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w);
1772 //uv[0] = bucket_bounds->xmin; // set above
1773 uv[1] = bucket_bounds->ymin;
1774 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1775 interp_v2_v2v2v2(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w);
1778 /* same as above but use barycentric_weights_v2_persp */
1779 static void rect_to_uvspace_persp(
1780 rctf *bucket_bounds,
1781 float *v1coSS, float *v2coSS, float *v3coSS,
1782 float *uv1co, float *uv2co, float *uv3co,
1783 float bucket_bounds_uv[4][2],
1790 /* get the UV space bounding box */
1791 uv[0] = bucket_bounds->xmax;
1792 uv[1] = bucket_bounds->ymin;
1793 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1794 interp_v2_v2v2v2(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
1796 //uv[0] = bucket_bounds->xmax; // set above
1797 uv[1] = bucket_bounds->ymax;
1798 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1799 interp_v2_v2v2v2(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
1801 uv[0] = bucket_bounds->xmin;
1802 //uv[1] = bucket_bounds->ymax; // set above
1803 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1804 interp_v2_v2v2v2(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w);
1806 //uv[0] = bucket_bounds->xmin; // set above
1807 uv[1] = bucket_bounds->ymin;
1808 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1809 interp_v2_v2v2v2(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w);
1812 /* This works as we need it to but we can save a few steps and not use it */
1815 static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
1819 v1[0] = p1[0]-p2[0]; v1[1] = p1[1]-p2[1];
1820 v2[0] = p3[0]-p2[0]; v2[1] = p3[1]-p2[1];
1822 return -atan2(v1[0]*v2[1] - v1[1]*v2[0], v1[0]*v2[0]+v1[1]*v2[1]);
1827 #define ISECT_2 (1<<1)
1828 #define ISECT_3 (1<<2)
1829 #define ISECT_4 (1<<3)
1830 #define ISECT_ALL3 ((1<<3)-1)
1831 #define ISECT_ALL4 ((1<<4)-1)
1833 /* limit must be a fraction over 1.0f */
1834 static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
1836 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;
1839 /* Clip the face by a bucket and set the uv-space bucket_bounds_uv
1840 * so we have the clipped UV's to do pixel intersection tests with
1842 static int float_z_sort_flip(const void *p1, const void *p2) {
1843 return (((float *)p1)[2] < ((float *)p2)[2] ? 1:-1);
1846 static int float_z_sort(const void *p1, const void *p2) {
1847 return (((float *)p1)[2] < ((float *)p2)[2] ?-1:1);
1850 static void project_bucket_clip_face(
1852 rctf *bucket_bounds,
1853 float *v1coSS, float *v2coSS, float *v3coSS,
1854 float *uv1co, float *uv2co, float *uv3co,
1855 float bucket_bounds_uv[8][2],
1858 int inside_bucket_flag = 0;
1859 int inside_face_flag = 0;
1860 const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
1862 float bucket_bounds_ss[4][2];
1864 /* get the UV space bounding box */
1865 inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v1coSS[0], v1coSS[1]);
1866 inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v2coSS[0], v2coSS[1]) << 1;
1867 inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v3coSS[0], v3coSS[1]) << 2;
1869 if (inside_bucket_flag == ISECT_ALL3) {
1870 /* all screenspace points are inside the bucket bounding box, this means we dont need to clip and can simply return the UVs */
1871 if (flip) { /* facing the back? */
1872 VECCOPY2D(bucket_bounds_uv[0], uv3co);
1873 VECCOPY2D(bucket_bounds_uv[1], uv2co);
1874 VECCOPY2D(bucket_bounds_uv[2], uv1co);
1877 VECCOPY2D(bucket_bounds_uv[0], uv1co);
1878 VECCOPY2D(bucket_bounds_uv[1], uv2co);
1879 VECCOPY2D(bucket_bounds_uv[2], uv3co);
1886 /* get the UV space bounding box */
1887 /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
1888 bucket_bounds_ss[0][0] = bucket_bounds->xmax;
1889 bucket_bounds_ss[0][1] = bucket_bounds->ymin;
1890 inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
1892 bucket_bounds_ss[1][0] = bucket_bounds->xmax;
1893 bucket_bounds_ss[1][1] = bucket_bounds->ymax;
1894 inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
1896 bucket_bounds_ss[2][0] = bucket_bounds->xmin;
1897 bucket_bounds_ss[2][1] = bucket_bounds->ymax;
1898 inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
1900 bucket_bounds_ss[3][0] = bucket_bounds->xmin;
1901 bucket_bounds_ss[3][1] = bucket_bounds->ymin;
1902 inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
1904 if (inside_face_flag == ISECT_ALL4) {
1905 /* bucket is totally inside the screenspace face, we can safely use weights */
1907 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1908 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1914 /* The Complicated Case!
1916 * The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
1918 * we need to make a convex polyline from the intersection between the screenspace face
1919 * and the bucket bounds.
1921 * There are a number of ways this could be done, currently it just collects all intersecting verts,
1922 * and line intersections, then sorts them clockwise, this is a lot easier then evaluating the geometry to
1923 * do a correct clipping on both shapes. */
1926 /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
1930 /* Maximum possible 6 intersections when using a rectangle and triangle */
1931 float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
1932 float v1_clipSS[2], v2_clipSS[2];
1936 float cent[2] = {0.0f, 0.0f};
1937 /*float up[2] = {0.0f, 1.0f};*/
1943 if (inside_face_flag & ISECT_1) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
1944 if (inside_face_flag & ISECT_2) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
1945 if (inside_face_flag & ISECT_3) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
1946 if (inside_face_flag & ISECT_4) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
1948 if (inside_bucket_flag & ISECT_1) { VECCOPY2D(isectVCosSS[*tot], v1coSS); (*tot)++; }
1949 if (inside_bucket_flag & ISECT_2) { VECCOPY2D(isectVCosSS[*tot], v2coSS); (*tot)++; }
1950 if (inside_bucket_flag & ISECT_3) { VECCOPY2D(isectVCosSS[*tot], v3coSS); (*tot)++; }
1952 if ((inside_bucket_flag & (ISECT_1|ISECT_2)) != (ISECT_1|ISECT_2)) {
1953 if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
1954 if ((inside_bucket_flag & ISECT_1)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1955 if ((inside_bucket_flag & ISECT_2)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1959 if ((inside_bucket_flag & (ISECT_2|ISECT_3)) != (ISECT_2|ISECT_3)) {
1960 if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
1961 if ((inside_bucket_flag & ISECT_2)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1962 if ((inside_bucket_flag & ISECT_3)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1966 if ((inside_bucket_flag & (ISECT_3|ISECT_1)) != (ISECT_3|ISECT_1)) {
1967 if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
1968 if ((inside_bucket_flag & ISECT_3)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1969 if ((inside_bucket_flag & ISECT_1)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1974 if ((*tot) < 3) { /* no intersections to speak of */
1979 /* now we have all points we need, collect their angles and sort them clockwise */
1981 for(i=0; i<(*tot); i++) {
1982 cent[0] += isectVCosSS[i][0];
1983 cent[1] += isectVCosSS[i][1];
1985 cent[0] = cent[0] / (float)(*tot);
1986 cent[1] = cent[1] / (float)(*tot);
1990 /* Collect angles for every point around the center point */
1993 #if 0 /* uses a few more cycles then the above loop */
1994 for(i=0; i<(*tot); i++) {
1995 isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
1999 v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
2000 v1_clipSS[1] = cent[1] + 1.0f;
2002 for(i=0; i<(*tot); i++) {
2003 v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
2004 v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
2005 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]);
2008 if (flip) qsort(isectVCosSS, *tot, sizeof(float)*3, float_z_sort_flip);
2009 else qsort(isectVCosSS, *tot, sizeof(float)*3, float_z_sort);
2011 /* remove doubles */
2012 /* first/last check */
2013 if (fabsf(isectVCosSS[0][0]-isectVCosSS[(*tot)-1][0]) < PROJ_GEOM_TOLERANCE && fabsf(isectVCosSS[0][1]-isectVCosSS[(*tot)-1][1]) < PROJ_GEOM_TOLERANCE) {
2017 /* its possible there is only a few left after remove doubles */
2019 // printf("removed too many doubles A\n");
2025 while (doubles==TRUE) {
2027 for(i=1; i<(*tot); i++) {
2028 if (fabsf(isectVCosSS[i-1][0]-isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
2029 fabsf(isectVCosSS[i-1][1]-isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
2032 for(j=i+1; j<(*tot); j++) {
2033 isectVCosSS[j-1][0] = isectVCosSS[j][0];
2034 isectVCosSS[j-1][1] = isectVCosSS[j][1];
2036 doubles = TRUE; /* keep looking for more doubles */
2042 /* its possible there is only a few left after remove doubles */
2044 // printf("removed too many doubles B\n");
2051 for(i=0; i<(*tot); i++) {
2052 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2053 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2057 for(i=0; i<(*tot); i++) {
2058 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2059 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2064 #ifdef PROJ_DEBUG_PRINT_CLIP
2065 /* include this at the bottom of the above function to debug the output */
2068 /* If there are ever any problems, */
2069 float test_uv[4][2];
2071 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2072 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2073 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]);
2075 printf(" [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1], uv2co[0], uv2co[1], uv3co[0], uv3co[1]);
2078 for (i=0; i < (*tot); i++) {
2079 printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
2087 # This script creates faces in a blender scene from printed data above.
2090 ...(output from above block)...
2093 from Blender import Scene, Mesh, Window, sys, Mathutils
2097 V = Mathutils.Vector
2100 sce = bpy.data.scenes.active
2102 for item in project_ls:
2107 me = bpy.data.meshes.new()
2108 ob = sce.objects.new(me)
2110 me.verts.extend([V(bb[0]).resize3D(), V(bb[1]).resize3D(), V(bb[2]).resize3D(), V(bb[3]).resize3D()])
2111 me.faces.extend([(0,1,2,3),])
2112 me.verts.extend([V(uv[0]).resize3D(), V(uv[1]).resize3D(), V(uv[2]).resize3D()])
2113 me.faces.extend([(4,5,6),])
2115 vs = [V(p).resize3D() for p in poly]
2121 while i < len(me.verts):
2123 if ii==len(me.verts):
2125 me.edges.extend([i, ii])
2128 if __name__ == '__main__':
2141 /* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
2142 * otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
2143 int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
2146 if (line_point_side_v2(uv[tot-1], uv[0], pt) < 0.0f)
2149 for (i=1; i<tot; i++) {
2150 if (line_point_side_v2(uv[i-1], uv[i], pt) < 0.0f)
2157 static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
2160 int side = (line_point_side_v2(uv[tot-1], uv[0], pt) > 0.0f);
2162 for (i=1; i<tot; i++) {
2163 if ((line_point_side_v2(uv[i-1], uv[i], pt) > 0.0f) != side)
2171 /* One of the most important function for projectiopn painting, since it selects the pixels to be added into each bucket.
2172 * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
2173 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)
2175 /* Projection vars, to get the 3D locations into screen space */
2176 MemArena *arena = ps->arena_mt[thread_index];
2177 LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
2178 LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
2180 const MFace *mf = ps->dm_mface + face_index;
2181 const MTFace *tf = ps->dm_mtface + face_index;
2183 /* UV/pixel seeking data */
2184 int x; /* Image X-Pixel */
2185 int y;/* Image Y-Pixel */
2187 float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
2190 float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
2192 float *vCo[4]; /* vertex screenspace coords */
2196 float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
2197 float pixelScreenCo[4];
2199 rcti bounds_px; /* ispace bounds */
2200 /* vars for getting uvspace bounds */
2202 float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face, */
2203 float xhalfpx, yhalfpx;
2204 const float ibuf_xf = ibuf->x, ibuf_yf = ibuf->y;
2206 int has_x_isect = 0, has_isect = 0; /* for early loop exit */
2210 float uv_clip[8][2];
2212 const short is_ortho = ps->is_ortho;
2213 const short do_backfacecull = ps->do_backfacecull;
2214 const short do_clip= ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
2216 vCo[0] = ps->dm_mvert[mf->v1].co;
2217 vCo[1] = ps->dm_mvert[mf->v2].co;
2218 vCo[2] = ps->dm_mvert[mf->v3].co;
2221 /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
2222 * this is done so we can avoid offseting all the pixels by 0.5 which causes
2223 * problems when wrapping negative coords */
2224 xhalfpx = (0.5f+ (PROJ_GEOM_TOLERANCE/3.0f) ) / ibuf_xf;
2225 yhalfpx = (0.5f+ (PROJ_GEOM_TOLERANCE/4.0f) ) / ibuf_yf;
2227 /* Note about (PROJ_GEOM_TOLERANCE/x) above...
2228 Needed to add this offset since UV coords are often quads aligned to pixels.
2229 In this case pixels can be exactly between 2 triangles causing nasty
2232 This workaround can be removed and painting will still work on most cases
2233 but since the first thing most people try is painting onto a quad- better make it work.
2238 tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
2239 tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
2241 tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
2242 tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
2244 tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
2245 tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
2248 vCo[3] = ps->dm_mvert[ mf->v4 ].co;
2250 tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
2251 tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
2266 uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
2267 uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
2268 uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
2270 v1coSS = ps->screenCoords[ (*(&mf->v1 + i1)) ];
2271 v2coSS = ps->screenCoords[ (*(&mf->v1 + i2)) ];
2272 v3coSS = ps->screenCoords[ (*(&mf->v1 + i3)) ];
2274 /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
2275 project_bucket_clip_face(
2276 is_ortho, bucket_bounds,
2277 v1coSS, v2coSS, v3coSS,
2278 uv1co, uv2co, uv3co,
2279 uv_clip, &uv_clip_tot
2282 /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
2284 if (uv_clip_tot>6) {
2285 printf("this should never happen! %d\n", uv_clip_tot);
2289 if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
2294 for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2295 //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2296 uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
2299 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2300 //uv[0] = (((float)x) + 0.5f) / ibuf->x;
2301 uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
2303 /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
2304 * could check the poly direction but better to do this */
2305 if( (do_backfacecull && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
2306 (do_backfacecull==0 && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot))) {
2308 has_x_isect = has_isect = 1;
2310 if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2311 else screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2313 /* a pitty we need to get the worldspace pixel location here */
2315 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);
2316 if(view3d_test_clipping(ps->rv3d, wco, 1)) {
2317 continue; /* Watch out that no code below this needs to run */
2321 /* Is this UV visible from the view? - raytrace */
2322 /* project_paint_PickFace is less complex, use for testing */
2323 //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
2324 if (ps->do_occlude==0 || !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo)) {
2326 mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2329 BLI_linklist_prepend_arena(
2331 project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
2339 else if (has_x_isect) {
2340 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2347 #if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
2348 /* no intersection for this entire row, after some intersection above means we can quit now */
2349 if (has_x_isect==0 && has_isect) {
2359 #ifndef PROJ_DEBUG_NOSEAMBLEED
2360 if (ps->seam_bleed_px > 0.0f) {
2363 if (ps->thread_tot > 1)
2364 BLI_lock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
2366 face_seam_flag = ps->faceSeamFlags[face_index];
2368 /* are any of our edges un-initialized? */
2369 if ((face_seam_flag & (PROJ_FACE_SEAM1|PROJ_FACE_NOSEAM1))==0 ||
2370 (face_seam_flag & (PROJ_FACE_SEAM2|PROJ_FACE_NOSEAM2))==0 ||
2371 (face_seam_flag & (PROJ_FACE_SEAM3|PROJ_FACE_NOSEAM3))==0 ||
2372 (face_seam_flag & (PROJ_FACE_SEAM4|PROJ_FACE_NOSEAM4))==0
2374 project_face_seams_init(ps, face_index, mf->v4);
2375 face_seam_flag = ps->faceSeamFlags[face_index];
2376 //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
2379 if ((face_seam_flag & (PROJ_FACE_SEAM1|PROJ_FACE_SEAM2|PROJ_FACE_SEAM3|PROJ_FACE_SEAM4))==0) {
2381 if (ps->thread_tot > 1)
2382 BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
2386 /* we have a seam - deal with it! */
2388 /* Now create new UV's for the seam face */
2389 float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
2390 float insetCos[4][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
2393 float *vCoSS[4]; /* vertex screenspace coords */
2395 float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
2396 float edge_verts_inset_clip[2][3];
2397 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 */
2399 float seam_subsection[4][2];
2400 float fac1, fac2, ftot;
2403 if (outset_uv[0][0]==FLT_MAX) /* first time initialize */
2404 uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
2406 /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
2407 if (ps->thread_tot > 1)
2408 BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
2410 vCoSS[0] = ps->screenCoords[mf->v1];
2411 vCoSS[1] = ps->screenCoords[mf->v2];
2412 vCoSS[2] = ps->screenCoords[mf->v3];
2414 vCoSS[3] = ps->screenCoords[ mf->v4 ];
2416 /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
2418 if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2419 else scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2422 if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2423 else scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2426 side = 0; /* for triangles this wont need to change */
2428 for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
2429 if (mf->v4) fidx2 = (fidx1==3) ? 0 : fidx1+1; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
2430 else fidx2 = (fidx1==2) ? 0 : fidx1+1; /* next fidx in the face (0,1,2) -> (1,2,0) */
2432 if ( (face_seam_flag & (1<<fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
2433 line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1])
2436 ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
2438 if (ftot > 0.0f) { /* avoid div by zero */
2440 if (fidx1==2 || fidx2==2) side= 1;
2444 fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
2445 fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
2447 interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
2448 interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
2450 interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
2451 interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
2453 /* if the bucket_clip_edges values Z values was kept we could avoid this
2454 * Inset needs to be added so occlusion tests wont hit adjacent faces */
2455 interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
2456 interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
2459 if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
2460 /* bounds between the seam rect and the uvspace bucket pixels */
2463 for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2464 // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2465 uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
2468 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2469 //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
2470 uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
2472 /* test we're inside uvspace bucket and triangle bounds */
2473 if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
2475 /* We need to find the closest point along the face edge,
2476 * getting the screen_px_from_*** wont work because our actual location
2477 * is not relevent, since we are outside the face, Use VecLerpf to find
2478 * our location on the side of the face's UV */
2480 if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2481 else screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2484 /* Since this is a seam we need to work out where on the line this pixel is */
2485 //fac = lambda_cp_line2(uv, uv_seam_quad[0], uv_seam_quad[1]);
2487 fac = lambda_cp_line2(uv, seam_subsection[0], seam_subsection[1]);
2488 if (fac < 0.0f) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[0]); }
2489 else if (fac > 1.0f) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[1]); }
2490 else { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
2493 pixelScreenCo[3] = 1.0f;
2494 mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
2495 pixelScreenCo[0] = (float)(ps->winx/2.0f)+(ps->winx/2.0f)*pixelScreenCo[0]/pixelScreenCo[3];
2496 pixelScreenCo[1] = (float)(ps->winy/2.0f)+(ps->winy/2.0f)*pixelScreenCo[1]/pixelScreenCo[3];
2497 pixelScreenCo[2] = pixelScreenCo[2]/pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
2500 if (ps->do_occlude==0 || !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo)) {
2502 /* Only bother calculating the weights if we intersect */
2503 if (ps->do_mask_normal || ps->dm_mtface_clone) {
2505 /* get the UV on the line since we want to copy the pixels from there for bleeding */
2507 float fac= closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
2508 if (fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
2509 else if (fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
2512 barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
2515 barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
2517 #else /* this is buggy with quads, dont use for now */
2519 /* Cheat, we know where we are along the edge so work out the weights from that */
2520 fac = fac1 + (fac * (fac2-fac1));
2522 w[0]=w[1]=w[2]= 0.0;
2524 w[fidx1?fidx1-1:0] = 1.0f-fac;
2525 w[fidx2?fidx2-1:0] = fac;
2528 w[fidx1] = 1.0f-fac;
2534 /* a pitty we need to get the worldspace pixel location here */
2536 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);
2537 else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
2539 if(view3d_test_clipping(ps->rv3d, wco, 1)) {
2540 continue; /* Watch out that no code below this needs to run */
2544 mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2547 BLI_linklist_prepend_arena(
2549 project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
2556 else if (has_x_isect) {
2557 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2562 #if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
2563 /* no intersection for this entire row, after some intersection above means we can quit now */
2564 if (has_x_isect==0 && has_isect) {
2575 #endif // PROJ_DEBUG_NOSEAMBLEED
2579 /* takes floating point screenspace min/max and returns int min/max to be used as indicies for ps->bucketRect, ps->bucketFlags */
2580 static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
2582 /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
2583 /* 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 */
2584 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 */
2585 bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
2587 bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
2588 bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
2590 /* incase the rect is outside the mesh 2d bounds */
2591 CLAMP(bucketMin[0], 0, ps->buckets_x);
2592 CLAMP(bucketMin[1], 0, ps->buckets_y);
2594 CLAMP(bucketMax[0], 0, ps->buckets_x);
2595 CLAMP(bucketMax[1], 0, ps->buckets_y);
2598 /* set bucket_bounds to a screen space-aligned floating point bound-box */
2599 static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
2601 bucket_bounds->xmin = ps->screenMin[0]+((bucket_x)*(ps->screen_width / ps->buckets_x)); /* left */
2602 bucket_bounds->xmax = ps->screenMin[0]+((bucket_x+1)*(ps->screen_width / ps->buckets_x)); /* right */
2604 bucket_bounds->ymin = ps->screenMin[1]+((bucket_y)*(ps->screen_height / ps->buckets_y)); /* bottom */
2605 bucket_bounds->ymax = ps->screenMin[1]+((bucket_y+1)*(ps->screen_height / ps->buckets_y)); /* top */
2608 /* Fill this bucket with pixels from the faces that intersect it.
2610 * have bucket_bounds as an argument so we don;t need to give bucket_x/y the rect function needs */
2611 static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
2614 int face_index, image_index=0;
2618 Image *tpage_last = NULL;
2621 if (ps->image_tot==1) {
2622 /* Simple loop, no context switching */
2623 ibuf = ps->projImages[0].ibuf;
2625 for (node = ps->bucketFaces[bucket_index]; node; node= node->next) {
2626 project_paint_face_init(ps, thread_index, bucket_index, GET_INT_FROM_POINTER(node->link), 0, bucket_bounds, ibuf);
2631 /* More complicated loop, switch between images */
2632 for (node = ps->bucketFaces[bucket_index]; node; node= node->next) {
2633 face_index = GET_INT_FROM_POINTER(node->link);
2635 /* Image context switching */
2636 tf = ps->dm_mtface+face_index;
2637 if (tpage_last != tf->tpage) {
2638 tpage_last = tf->tpage;
2640 image_index = -1; /* sanity check */
2642 for (image_index=0; image_index < ps->image_tot; image_index++) {
2643 if (ps->projImages[image_index].ima == tpage_last) {
2644 ibuf = ps->projImages[image_index].ibuf;
2649 /* context switching done */
2651 project_paint_face_init(ps, thread_index, bucket_index, face_index, image_index, bucket_bounds, ibuf);
2656 ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
2660 /* We want to know if a bucket and a face overlap in screen-space
2662 * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
2663 * calculated when it might not be needed later, (at the moment at least)
2664 * obviously it shouldn't have bugs though */
2666 static int project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
2668 /* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
2670 float p1[2], p2[2], p3[2], p4[2];
2671 float *v, *v1,*v2,*v3,*v4=NULL;
2674 project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
2676 /* Is one of the faces verts in the bucket bounds? */
2678 fidx = mf->v4 ? 3:2;
2680 v = ps->screenCoords[ (*(&mf->v1 + fidx)) ];
2681 if (BLI_in_rctf(&bucket_bounds, v[0], v[1])) {
2686 v1 = ps->screenCoords[mf->v1];
2687 v2 = ps->screenCoords[mf->v2];
2688 v3 = ps->screenCoords[mf->v3];
2690 v4 = ps->screenCoords[mf->v4];
2693 p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
2694 p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
2695 p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
2696 p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
2699 if( isect_point_quad_v2(p1, v1, v2, v3, v4) || isect_point_quad_v2(p2, v1, v2, v3, v4) || isect_point_quad_v2(p3, v1, v2, v3, v4) || isect_point_quad_v2(p4, v1, v2, v3, v4) ||
2700 /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2701 (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
2702 (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
2703 (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
2704 (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4))
2710 if( isect_point_tri_v2(p1, v1, v2, v3) || isect_point_tri_v2(p2, v1, v2, v3) || isect_point_tri_v2(p3, v1, v2, v3) || isect_point_tri_v2(p4, v1, v2, v3) ||
2711 /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2712 (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||
2713 (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3)) ||
2714 (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3)) ||
2715 (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3))
2724 /* Add faces to the bucket but dont initialize its pixels
2725 * TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
2726 static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const int face_index)
2728 float min[2], max[2], *vCoSS;
2729 int bucketMin[2], bucketMax[2]; /* for ps->bucketRect indexing */
2730 int fidx, bucket_x, bucket_y;
2731 int has_x_isect = -1, has_isect = 0; /* for early loop exit */
2732 MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */
2734 INIT_MINMAX2(min, max);
2736 fidx = mf->v4 ? 3:2;
2738 vCoSS = ps->screenCoords[ *(&mf->v1 + fidx) ];
2739 DO_MINMAX2(vCoSS, min, max);
2742 project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax);
2744 for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) {
2746 for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) {
2747 if (project_bucket_face_isect(ps, bucket_x, bucket_y, mf)) {
2748 int bucket_index= bucket_x + (bucket_y * ps->buckets_x);
2749 BLI_linklist_prepend_arena(
2750 &ps->bucketFaces[ bucket_index ],
2751 SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */
2755 has_x_isect = has_isect = 1;
2757 else if (has_x_isect) {
2758 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2763 /* no intersection for this entire row, after some intersection above means we can quit now */
2764 if (has_x_isect==0 && has_isect) {
2769 #ifndef PROJ_DEBUG_NOSEAMBLEED
2770 if (ps->seam_bleed_px > 0.0f) {
2772 ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
2774 **ps->faceSeamUVs[face_index] = FLT_MAX; /* set as uninitialized */
2779 static int project_paint_view_clip(View3D *v3d, RegionView3D *rv3d, float *clipsta, float *clipend)
2781 int orth= get_view3d_cliprange(v3d, rv3d, clipsta, clipend);
2783 if (orth) { /* only needed for ortho */
2784 float fac = 2.0f / ((*clipend) - (*clipsta));
2792 /* run once per stroke before projection painting */
2793 static void project_paint_begin(ProjPaintState *ps)
2800 float *projScreenCo; /* Note, we could have 4D vectors are only needed for */
2803 /* Image Vars - keep track of images we have used */
2804 LinkNode *image_LinkList = NULL;
2807 ProjPaintImage *projIma;
2808 Image *tpage_last = NULL;
2814 int a, i; /* generic looping vars */
2815 int image_index = -1, face_index;
2818 MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
2820 const int diameter= 2*brush_size(ps->brush);
2822 /* ---- end defines ---- */
2824 if(ps->source==PROJ_SRC_VIEW)
2825 ED_view3d_local_clipping(ps->rv3d, ps->ob->obmat); /* faster clipping lookups */
2827 /* paint onto the derived mesh */
2829 /* Workaround for subsurf selection, try the display mesh first */
2830 if (ps->source==PROJ_SRC_IMAGE_CAM) {
2831 /* using render mesh, assume only camera was rendered from */
2832 ps->dm = mesh_create_derived_render(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
2833 ps->dm_release= TRUE;
2835 else if(ps->ob->derivedFinal && CustomData_has_layer( &ps->ob->derivedFinal->faceData, CD_MTFACE)) {
2836 ps->dm = ps->ob->derivedFinal;
2837 ps->dm_release= FALSE;
2840 ps->dm = mesh_get_derived_final(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
2841 ps->dm_release= TRUE;