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