Color Management: get rid of image buffer's profile flag
[blender.git] / source / blender / editors / sculpt_paint / paint_image.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.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_dynstr.h"
46 #include "BLI_linklist.h"
47 #include "BLI_memarena.h"
48 #include "BLI_threads.h"
49 #include "BLI_utildefines.h"
50
51 #include "PIL_time.h"
52
53 #include "IMB_imbuf.h"
54 #include "IMB_imbuf_types.h"
55
56 #include "DNA_brush_types.h"
57 #include "DNA_camera_types.h"
58 #include "DNA_mesh_types.h"
59 #include "DNA_meshdata_types.h"
60 #include "DNA_node_types.h"
61 #include "DNA_object_types.h"
62 #include "DNA_scene_types.h"
63 #include "DNA_texture_types.h"
64
65 #include "BKE_camera.h"
66 #include "BKE_context.h"
67 #include "BKE_depsgraph.h"
68 #include "BKE_DerivedMesh.h"
69 #include "BKE_idprop.h"
70 #include "BKE_brush.h"
71 #include "BKE_image.h"
72 #include "BKE_library.h"
73 #include "BKE_main.h"
74 #include "BKE_mesh.h"
75 #include "BKE_node.h"
76 #include "BKE_object.h"
77 #include "BKE_paint.h"
78 #include "BKE_report.h"
79 #include "BKE_scene.h"
80 #include "BKE_global.h"
81 #include "BKE_deform.h"
82
83 #include "BKE_tessmesh.h"
84
85 #include "BIF_gl.h"
86 #include "BIF_glutil.h"
87
88 #include "UI_view2d.h"
89
90 #include "ED_image.h"
91 #include "ED_screen.h"
92 #include "ED_sculpt.h"
93 #include "ED_uvedit.h"
94 #include "ED_view3d.h"
95 #include "ED_mesh.h"
96
97 #include "WM_api.h"
98 #include "WM_types.h"
99
100 #include "RNA_access.h"
101 #include "RNA_define.h"
102 #include "RNA_enum_types.h"
103
104 #include "GPU_draw.h"
105 #include "GPU_extensions.h"
106
107 #include "IMB_colormanagement.h"
108
109 #include "paint_intern.h"
110
111 /* Defines and Structs */
112
113 #define IMAPAINT_CHAR_TO_FLOAT(c) ((c) / 255.0f)
114
115 #define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f)  {                                   \
116         (c)[0]= FTOCHAR((f)[0]);                                                  \
117         (c)[1]= FTOCHAR((f)[1]);                                                  \
118         (c)[2]= FTOCHAR((f)[2]);                                                  \
119 } (void)0
120 #define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f)  {                                  \
121         (c)[0]= FTOCHAR((f)[0]);                                                  \
122         (c)[1]= FTOCHAR((f)[1]);                                                  \
123         (c)[2]= FTOCHAR((f)[2]);                                                  \
124         (c)[3]= FTOCHAR((f)[3]);                                                  \
125 } (void)0
126 #define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c)  {                                   \
127         (f)[0]= IMAPAINT_CHAR_TO_FLOAT((c)[0]);                                   \
128         (f)[1]= IMAPAINT_CHAR_TO_FLOAT((c)[1]);                                   \
129         (f)[2]= IMAPAINT_CHAR_TO_FLOAT((c)[2]);                                   \
130 } (void)0
131 #define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c)  {                                  \
132         (f)[0]= IMAPAINT_CHAR_TO_FLOAT((c)[0]);                                   \
133         (f)[1]= IMAPAINT_CHAR_TO_FLOAT((c)[1]);                                   \
134         (f)[2]= IMAPAINT_CHAR_TO_FLOAT((c)[2]);                                   \
135         (f)[3]= IMAPAINT_CHAR_TO_FLOAT((c)[3]);                                   \
136 } (void)0
137
138 #define IMAPAINT_FLOAT_RGB_COPY(a, b) copy_v3_v3(a, b)
139
140 #define IMAPAINT_TILE_BITS          6
141 #define IMAPAINT_TILE_SIZE          (1 << IMAPAINT_TILE_BITS)
142 #define IMAPAINT_TILE_NUMBER(size)  (((size) + IMAPAINT_TILE_SIZE - 1) >> IMAPAINT_TILE_BITS)
143
144 static void imapaint_image_update(Scene *scene, SpaceImage *sima, Image *image, ImBuf *ibuf, short texpaint);
145
146
147 typedef struct ImagePaintState {
148         SpaceImage *sima;
149         View2D *v2d;
150         Scene *scene;
151         bScreen *screen;
152
153         Brush *brush;
154         short tool, blend;
155         Image *image;
156         ImBuf *canvas;
157         ImBuf *clonecanvas;
158         char *warnpackedfile;
159         char *warnmultifile;
160
161         /* viewport texture paint only, but _not_ project paint */
162         Object *ob;
163         int faceindex;
164         float uv[2];
165         int do_facesel;
166
167         DerivedMesh    *dm;
168         int             dm_totface;
169         int             dm_release;
170
171         MFace          *dm_mface;
172         MTFace         *dm_mtface;
173 } ImagePaintState;
174
175 typedef struct ImagePaintPartialRedraw {
176         int x1, y1, x2, y2;
177         int enabled;
178 } ImagePaintPartialRedraw;
179
180 typedef struct ImagePaintRegion {
181         int destx, desty;
182         int srcx, srcy;
183         int width, height;
184 } ImagePaintRegion;
185
186 /* ProjectionPaint defines */
187
188 /* approx the number of buckets to have under the brush,
189  * used with the brush size to set the ps->buckets_x and ps->buckets_y value.
190  * 
191  * When 3 - a brush should have ~9 buckets under it at once
192  * ...this helps for threading while painting as well as
193  * avoiding initializing pixels that wont touch the brush */
194 #define PROJ_BUCKET_BRUSH_DIV 4
195
196 #define PROJ_BUCKET_RECT_MIN 4
197 #define PROJ_BUCKET_RECT_MAX 256
198
199 #define PROJ_BOUNDBOX_DIV 8
200 #define PROJ_BOUNDBOX_SQUARED  (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
201
202 //#define PROJ_DEBUG_PAINT 1
203 //#define PROJ_DEBUG_NOSEAMBLEED 1
204 //#define PROJ_DEBUG_PRINT_CLIP 1
205 #define PROJ_DEBUG_WINCLIP 1
206
207 /* projectFaceSeamFlags options */
208 //#define PROJ_FACE_IGNORE      (1<<0)  /* When the face is hidden, backfacing or occluded */
209 //#define PROJ_FACE_INIT        (1<<1)  /* When we have initialized the faces data */
210 #define PROJ_FACE_SEAM1 (1 << 0)  /* If this face has a seam on any of its edges */
211 #define PROJ_FACE_SEAM2 (1 << 1)
212 #define PROJ_FACE_SEAM3 (1 << 2)
213 #define PROJ_FACE_SEAM4 (1 << 3)
214
215 #define PROJ_FACE_NOSEAM1   (1 << 4)
216 #define PROJ_FACE_NOSEAM2   (1 << 5)
217 #define PROJ_FACE_NOSEAM3   (1 << 6)
218 #define PROJ_FACE_NOSEAM4   (1 << 7)
219
220 #define PROJ_SRC_VIEW       1
221 #define PROJ_SRC_IMAGE_CAM  2
222 #define PROJ_SRC_IMAGE_VIEW 3
223
224 #define PROJ_VIEW_DATA_ID "view_data"
225 #define PROJ_VIEW_DATA_SIZE (4 * 4 + 4 * 4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
226
227
228 /* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
229  * as this number approaches  1.0f the likelihood increases of float precision errors where
230  * it is occluded by an adjacent face */
231 #define PROJ_FACE_SCALE_SEAM    0.99f
232
233 #define PROJ_BUCKET_NULL        0
234 #define PROJ_BUCKET_INIT        (1 << 0)
235 // #define PROJ_BUCKET_CLONE_INIT       (1<<1)
236
237 /* used for testing doubles, if a point is on a line etc */
238 #define PROJ_GEOM_TOLERANCE 0.00075f
239
240 /* vert flags */
241 #define PROJ_VERT_CULL 1
242
243 #define PI_80_DEG ((M_PI_2 / 9) * 8)
244
245 /* This is mainly a convenience struct used so we can keep an array of images we use
246  * Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
247  * because 'partRedrawRect' and 'touch' values would not be thread safe */
248 typedef struct ProjPaintImage {
249         Image *ima;
250         ImBuf *ibuf;
251         ImagePaintPartialRedraw *partRedrawRect;
252         void **undoRect; /* only used to build undo tiles after painting */
253         int touch;
254 } ProjPaintImage;
255
256 /* Main projection painting struct passed to all projection painting functions */
257 typedef struct ProjPaintState {
258         View3D *v3d;
259         RegionView3D *rv3d;
260         ARegion *ar;
261         Scene *scene;
262         int source; /* PROJ_SRC_**** */
263
264         Brush *brush;
265         short tool, blend;
266         Object *ob;
267         /* end similarities with ImagePaintState */
268         
269         DerivedMesh    *dm;
270         int dm_totface;
271         int dm_totvert;
272         int dm_release;
273
274         MVert          *dm_mvert;
275         MFace          *dm_mface;
276         MTFace         *dm_mtface;
277         MTFace         *dm_mtface_clone;    /* other UV map, use for cloning between layers */
278         MTFace         *dm_mtface_stencil;
279         
280         /* projection painting only */
281         MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
282         LinkNode **bucketRect;              /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
283         LinkNode **bucketFaces;             /* bucketRect aligned array linkList of faces overlapping each bucket */
284         unsigned char *bucketFlags;         /* store if the bucks have been initialized  */
285 #ifndef PROJ_DEBUG_NOSEAMBLEED
286         char *faceSeamFlags;                /* store info about faces, if they are initialized etc*/
287         float (*faceSeamUVs)[4][2];         /* expanded UVs for faces to use as seams */
288         LinkNode **vertFaces;               /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
289 #endif
290         char *vertFlags;                    /* store options per vert, now only store if the vert is pointing away from the view */
291         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 */
292         int buckets_y;
293         
294         ProjPaintImage *projImages;
295         
296         int image_tot;              /* size of projectImages array */
297         
298         float (*screenCoords)[4];   /* verts projected into floating point screen space */
299         
300         float screenMin[2];         /* 2D bounds for mesh verts on the screen's plane (screenspace) */
301         float screenMax[2]; 
302         float screen_width;         /* Calculated from screenMin & screenMax */
303         float screen_height;
304         int winx, winy;             /* from the carea or from the projection render */
305         
306         /* options for projection painting */
307         int do_layer_clone;
308         int do_layer_stencil;
309         int do_layer_stencil_inv;
310         
311         short do_occlude;               /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
312         short do_backfacecull;          /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
313         short do_mask_normal;           /* mask out pixels based on their normals */
314         short do_new_shading_nodes;     /* cache BKE_scene_use_new_shading_nodes value */
315         float normal_angle;             /* what angle to mask at*/
316         float normal_angle_inner;
317         float normal_angle_range;       /* difference between normal_angle and normal_angle_inner, for easy access */
318         
319         short is_ortho;
320         short is_airbrush;              /* only to avoid using (ps.brush->flag & BRUSH_AIRBRUSH) */
321         short is_texbrush;              /* only to avoid running  */
322 #ifndef PROJ_DEBUG_NOSEAMBLEED
323         float seam_bleed_px;
324 #endif
325         /* clone vars */
326         float cloneOffset[2];
327         
328         float projectMat[4][4];     /* Projection matrix, use for getting screen coords */
329         float viewDir[3];           /* View vector, use for do_backfacecull and for ray casting with an ortho viewport  */
330         float viewPos[3];           /* View location in object relative 3D space, so can compare to verts  */
331         float clipsta, clipend;
332         
333         /* reproject vars */
334         Image *reproject_image;
335         ImBuf *reproject_ibuf;
336
337
338         /* threads */
339         int thread_tot;
340         int bucketMin[2];
341         int bucketMax[2];
342         int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
343 } ProjPaintState;
344
345 typedef union pixelPointer {
346         float *f_pt;            /* float buffer */
347         unsigned int *uint_pt; /* 2 ways to access a char buffer */
348         unsigned char *ch_pt;
349 } PixelPointer;
350
351 typedef union pixelStore {
352         unsigned char ch[4];
353         unsigned int uint;
354         float f[4];
355 } PixelStore;
356
357 typedef struct ProjPixel {
358         float projCoSS[2]; /* the floating point screen projection of this pixel */
359         
360         /* Only used when the airbrush is disabled.
361          * Store the max mask value to avoid painting over an area with a lower opacity
362          * with an advantage that we can avoid touching the pixel at all, if the 
363          * new mask value is lower then mask_max */
364         unsigned short mask_max;
365         
366         /* for various reasons we may want to mask out painting onto this pixel */
367         unsigned short mask;
368         
369         short x_px, y_px;
370         
371         PixelStore origColor;
372         PixelStore newColor;
373         PixelPointer pixel;
374         
375         short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */
376         unsigned char bb_cell_index;
377 } ProjPixel;
378
379 typedef struct ProjPixelClone {
380         struct ProjPixel __pp;
381         PixelStore clonepx;
382 } ProjPixelClone;
383
384 /* Finish projection painting structs */
385
386 typedef struct UndoImageTile {
387         struct UndoImageTile *next, *prev;
388
389         char idname[MAX_ID_NAME];  /* name instead of pointer*/
390         char ibufname[IB_FILENAME_SIZE];
391
392         union {
393                 float        *fp;
394                 unsigned int *uint;
395                 void         *pt;
396         } rect;
397         int x, y;
398
399         short source, use_float;
400         char gen_type;
401 } UndoImageTile;
402
403 static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0};
404
405 /* UNDO */
406
407 static void undo_copy_tile(UndoImageTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int restore)
408 {
409         /* copy or swap contents of tile->rect and region in ibuf->rect */
410         IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x * IMAPAINT_TILE_SIZE,
411                     tile->y * IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
412
413         if (ibuf->rect_float) {
414                 SWAP(float *, tmpibuf->rect_float, tile->rect.fp);
415         }
416         else {
417                 SWAP(unsigned int *, tmpibuf->rect, tile->rect.uint);
418         }
419         
420         if (restore)
421                 IMB_rectcpy(ibuf, tmpibuf, tile->x * IMAPAINT_TILE_SIZE,
422                             tile->y * IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
423 }
424
425 static void *image_undo_push_tile(Image *ima, ImBuf *ibuf, ImBuf **tmpibuf, int x_tile, int y_tile)
426 {
427         ListBase *lb = undo_paint_push_get_list(UNDO_PAINT_IMAGE);
428         UndoImageTile *tile;
429         int allocsize;
430         short use_float = ibuf->rect_float ? 1 : 0;
431
432         for (tile = lb->first; tile; tile = tile->next)
433                 if (tile->x == x_tile && tile->y == y_tile && ima->gen_type == tile->gen_type && ima->source == tile->source)
434                         if (tile->use_float == use_float)
435                                 if (strcmp(tile->idname, ima->id.name) == 0 && strcmp(tile->ibufname, ibuf->name) == 0)
436                                         return tile->rect.pt;
437         
438         if (*tmpibuf == NULL)
439                 *tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32, IB_rectfloat | IB_rect);
440         
441         tile = MEM_callocN(sizeof(UndoImageTile), "UndoImageTile");
442         BLI_strncpy(tile->idname, ima->id.name, sizeof(tile->idname));
443         tile->x = x_tile;
444         tile->y = y_tile;
445
446         allocsize = IMAPAINT_TILE_SIZE * IMAPAINT_TILE_SIZE * 4;
447         allocsize *= (ibuf->rect_float) ? sizeof(float) : sizeof(char);
448         tile->rect.pt = MEM_mapallocN(allocsize, "UndeImageTile.rect");
449
450         BLI_strncpy(tile->ibufname, ibuf->name, sizeof(tile->ibufname));
451
452         tile->gen_type = ima->gen_type;
453         tile->source = ima->source;
454         tile->use_float = use_float;
455
456         undo_copy_tile(tile, *tmpibuf, ibuf, 0);
457         undo_paint_push_count_alloc(UNDO_PAINT_IMAGE, allocsize);
458
459         BLI_addtail(lb, tile);
460         
461         return tile->rect.pt;
462 }
463
464 static void image_undo_restore(bContext *C, ListBase *lb)
465 {
466         Main *bmain = CTX_data_main(C);
467         Image *ima = NULL;
468         ImBuf *ibuf, *tmpibuf;
469         UndoImageTile *tile;
470
471         tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
472                                  IB_rectfloat | IB_rect);
473         
474         for (tile = lb->first; tile; tile = tile->next) {
475                 short use_float;
476
477                 /* find image based on name, pointer becomes invalid with global undo */
478                 if (ima && strcmp(tile->idname, ima->id.name) == 0) {
479                         /* ima is valid */
480                 }
481                 else {
482                         ima = BLI_findstring(&bmain->image, tile->idname, offsetof(ID, name));
483                 }
484
485                 ibuf = BKE_image_get_ibuf(ima, NULL);
486
487                 if (ima && ibuf && strcmp(tile->ibufname, ibuf->name) != 0) {
488                         /* current ImBuf filename was changed, probably current frame
489                          * was changed when paiting on image sequence, rather than storing
490                          * full image user (which isn't so obvious, btw) try to find ImBuf with
491                          * matched file name in list of already loaded images */
492
493                         ibuf = BLI_findstring(&ima->ibufs, tile->ibufname, offsetof(ImBuf, name));
494                 }
495
496                 if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float))
497                         continue;
498
499                 if (ima->gen_type != tile->gen_type || ima->source != tile->source)
500                         continue;
501
502                 use_float = ibuf->rect_float ? 1 : 0;
503
504                 if (use_float != tile->use_float)
505                         continue;
506
507                 undo_copy_tile(tile, tmpibuf, ibuf, 1);
508
509                 GPU_free_image(ima); /* force OpenGL reload */
510                 if (ibuf->rect_float)
511                         ibuf->userflags |= IB_RECT_INVALID; /* force recreate of char rect */
512                 if (ibuf->mipmap[0])
513                         ibuf->userflags |= IB_MIPMAP_INVALID;  /* force mipmap recreatiom */
514                 ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
515         }
516
517         IMB_freeImBuf(tmpibuf);
518 }
519
520 static void image_undo_free(ListBase *lb)
521 {
522         UndoImageTile *tile;
523
524         for (tile = lb->first; tile; tile = tile->next)
525                 MEM_freeN(tile->rect.pt);
526 }
527
528 /* get active image for face depending on old/new shading system */
529
530 static Image *imapaint_face_image(const ImagePaintState *s, int face_index)
531 {
532         Image *ima;
533
534         if (BKE_scene_use_new_shading_nodes(s->scene)) {
535                 MFace *mf = &s->dm_mface[face_index];
536                 ED_object_get_active_image(s->ob, mf->mat_nr + 1, &ima, NULL, NULL);
537         }
538         else {
539                 MTFace *tf = &s->dm_mtface[face_index];
540                 ima = tf->tpage;
541         }
542
543         return ima;
544 }
545
546 static Image *project_paint_face_image(const ProjPaintState *ps, MTFace *dm_mtface, int face_index)
547 {
548         Image *ima;
549
550         if (ps->do_new_shading_nodes) { /* cached BKE_scene_use_new_shading_nodes result */
551                 MFace *mf = ps->dm_mface + face_index;
552                 ED_object_get_active_image(ps->ob, mf->mat_nr + 1, &ima, NULL, NULL);
553         }
554         else {
555                 ima = dm_mtface[face_index].tpage;
556         }
557
558         return ima;
559 }
560
561 /* fast projection bucket array lookup, use the safe version for bound checking  */
562 static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
563 {
564         /* If we were not dealing with screenspace 2D coords we could simple do...
565          * ps->bucketRect[x + (y*ps->buckets_y)] */
566         
567         /* please explain?
568          * projCoSS[0] - ps->screenMin[0]   : zero origin
569          * ... / ps->screen_width           : range from 0.0 to 1.0
570          * ... * ps->buckets_x              : use as a bucket index
571          *
572          * Second multiplication does similar but for vertical offset
573          */
574         return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width)  * ps->buckets_x)) +
575                (((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
576 }
577
578 static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
579 {
580         int bucket_index = project_bucket_offset(ps, projCoSS);
581         
582         if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
583                 return -1;
584         }
585         else {
586                 return bucket_index;
587         }
588 }
589
590 /* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
591 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])
592 {
593         float wtot_inv, wtot;
594
595         w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
596         w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
597         w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
598         wtot = w[0] + w[1] + w[2];
599
600         if (wtot != 0.0f) {
601                 wtot_inv = 1.0f / wtot;
602
603                 w[0] = w[0] * wtot_inv;
604                 w[1] = w[1] * wtot_inv;
605                 w[2] = w[2] * wtot_inv;
606         }
607         else /* dummy values for zero area face */
608                 w[0] = w[1] = w[2] = 1.0f / 3.0f;
609 }
610
611 static float VecZDepthOrtho(const float pt[2],
612                             const float v1[3], const float v2[3], const float v3[3],
613                             float w[3])
614 {
615         barycentric_weights_v2(v1, v2, v3, pt, w);
616         return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
617 }
618
619 static float VecZDepthPersp(const float pt[2],
620                             const float v1[4], const float v2[4], const float v3[4],
621                             float w[3])
622 {
623         float wtot_inv, wtot;
624         float w_tmp[3];
625
626         barycentric_weights_v2_persp(v1, v2, v3, pt, w);
627         /* for the depth we need the weights to match what
628          * barycentric_weights_v2 would return, in this case its easiest just to
629          * undo the 4th axis division and make it unit-sum
630          *
631          * don't call barycentric_weights_v2() becaue our callers expect 'w'
632          * to be weighted from the perspective */
633         w_tmp[0] = w[0] * v1[3];
634         w_tmp[1] = w[1] * v2[3];
635         w_tmp[2] = w[2] * v3[3];
636
637         wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
638
639         if (wtot != 0.0f) {
640                 wtot_inv = 1.0f / wtot;
641
642                 w_tmp[0] = w_tmp[0] * wtot_inv;
643                 w_tmp[1] = w_tmp[1] * wtot_inv;
644                 w_tmp[2] = w_tmp[2] * wtot_inv;
645         }
646         else /* dummy values for zero area face */
647                 w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
648         /* done mimicing barycentric_weights_v2() */
649
650         return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
651 }
652
653
654 /* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
655 static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side)
656 {
657         LinkNode *node;
658         float w_tmp[3];
659         float *v1, *v2, *v3, *v4;
660         int bucket_index;
661         int face_index;
662         int best_side = -1;
663         int best_face_index = -1;
664         float z_depth_best = FLT_MAX, z_depth;
665         MFace *mf;
666         
667         bucket_index = project_bucket_offset_safe(ps, pt);
668         if (bucket_index == -1)
669                 return -1;
670         
671         
672         
673         /* we could return 0 for 1 face buckets, as long as this function assumes
674          * that the point its testing is only every originated from an existing face */
675         
676         for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
677                 face_index = GET_INT_FROM_POINTER(node->link);
678                 mf = ps->dm_mface + face_index;
679                 
680                 v1 = ps->screenCoords[mf->v1];
681                 v2 = ps->screenCoords[mf->v2];
682                 v3 = ps->screenCoords[mf->v3];
683                 
684                 if (isect_point_tri_v2(pt, v1, v2, v3)) {
685                         if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
686                         else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
687                         
688                         if (z_depth < z_depth_best) {
689                                 best_face_index = face_index;
690                                 best_side = 0;
691                                 z_depth_best = z_depth;
692                                 copy_v3_v3(w, w_tmp);
693                         }
694                 }
695                 else if (mf->v4) {
696                         v4 = ps->screenCoords[mf->v4];
697                         
698                         if (isect_point_tri_v2(pt, v1, v3, v4)) {
699                                 if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
700                                 else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
701
702                                 if (z_depth < z_depth_best) {
703                                         best_face_index = face_index;
704                                         best_side = 1;
705                                         z_depth_best = z_depth;
706                                         copy_v3_v3(w, w_tmp);
707                                 }
708                         }
709                 }
710         }
711         
712         *side = best_side;
713         return best_face_index; /* will be -1 or a valid face */
714 }
715
716 /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
717 static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
718 {
719         /* use */
720         *x = (float)fmodf(uv[0], 1.0f);
721         *y = (float)fmodf(uv[1], 1.0f);
722         
723         if (*x < 0.0f) *x += 1.0f;
724         if (*y < 0.0f) *y += 1.0f;
725         
726         *x = *x * ibuf_x - 0.5f;
727         *y = *y * ibuf_y - 0.5f;
728 }
729
730 /* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
731 static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
732 {
733         float w[3], uv[2];
734         int side;
735         int face_index;
736         MTFace *tf;
737         Image *ima;
738         ImBuf *ibuf;
739         int xi, yi;
740         
741         
742         face_index = project_paint_PickFace(ps, pt, w, &side);
743         
744         if (face_index == -1)
745                 return 0;
746         
747         tf = ps->dm_mtface + face_index;
748         
749         if (side == 0) {
750                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
751         }
752         else { /* QUAD */
753                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
754         }
755
756         ima = project_paint_face_image(ps, ps->dm_mtface, face_index);
757         ibuf = ima->ibufs.first; /* we must have got the imbuf before getting here */
758         if (!ibuf) return 0;
759         
760         if (interp) {
761                 float x, y;
762                 uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
763                 
764                 if (ibuf->rect_float) {
765                         if (rgba_fp) {
766                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
767                         }
768                         else {
769                                 float rgba_tmp_f[4];
770                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
771                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
772                         }
773                 }
774                 else {
775                         if (rgba) {
776                                 bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
777                         }
778                         else {
779                                 unsigned char rgba_tmp[4];
780                                 bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
781                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
782                         }
783                 }
784         }
785         else {
786                 //xi = (int)((uv[0]*ibuf->x) + 0.5f);
787                 //yi = (int)((uv[1]*ibuf->y) + 0.5f);
788                 //if (xi<0 || xi>=ibuf->x  ||  yi<0 || yi>=ibuf->y) return 0;
789                 
790                 /* wrap */
791                 xi = ((int)(uv[0] * ibuf->x)) % ibuf->x;
792                 if (xi < 0) xi += ibuf->x;
793                 yi = ((int)(uv[1] * ibuf->y)) % ibuf->y;
794                 if (yi < 0) yi += ibuf->y;
795                 
796                 
797                 if (rgba) {
798                         if (ibuf->rect_float) {
799                                 float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
800                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
801                         }
802                         else {
803                                 *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
804                         }
805                 }
806                 
807                 if (rgba_fp) {
808                         if (ibuf->rect_float) {
809                                 copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
810                         }
811                         else {
812                                 char *tmp_ch = ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
813                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
814                         }
815                 }
816         }
817         return 1;
818 }
819
820 /* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
821  * return...
822  *  0   : no occlusion
823  * -1   : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
824  *  1   : occluded
825  *  2   : occluded with w[3] weights set (need to know in some cases) */
826
827 static int project_paint_occlude_ptv(float pt[3], float v1[4], float v2[4], float v3[4], float w[3], int is_ortho)
828 {
829         /* if all are behind us, return false */
830         if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
831                 return 0;
832                 
833         /* do a 2D point in try intersection */
834         if (!isect_point_tri_v2(pt, v1, v2, v3))
835                 return 0;  /* we know there is  */
836         
837
838         /* From here on we know there IS an intersection */
839         /* if ALL of the verts are infront of us then we know it intersects ? */
840         if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
841                 return 1;
842         }
843         else {
844                 /* we intersect? - find the exact depth at the point of intersection */
845                 /* Is this point is occluded by another face? */
846                 if (is_ortho) {
847                         if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
848                 }
849                 else {
850                         if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
851                 }
852         }
853         return -1;
854 }
855
856
857 static int project_paint_occlude_ptv_clip(const ProjPaintState *ps, const MFace *mf,
858                                           float pt[3], float v1[4], float v2[4], float v3[4],
859                                           const int side)
860 {
861         float w[3], wco[3];
862         int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
863
864         if (ret <= 0)
865                 return ret;
866
867         if (ret == 1) { /* weights not calculated */
868                 if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
869                 else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
870         }
871
872         /* Test if we're in the clipped area, */
873         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);
874         else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
875         
876         if (!ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
877                 return 1;
878         }
879         
880         return -1;
881 }
882
883
884 /* Check if a screenspace location is occluded by any other faces
885  * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
886  * and dosn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
887 static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
888 {
889         MFace *mf;
890         int face_index;
891         int isect_ret;
892         float w[3]; /* not needed when clipping */
893         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
894         
895         /* we could return 0 for 1 face buckets, as long as this function assumes
896          * that the point its testing is only every originated from an existing face */
897
898         for (; bucketFace; bucketFace = bucketFace->next) {
899                 face_index = GET_INT_FROM_POINTER(bucketFace->link);
900
901                 if (orig_face != face_index) {
902                         mf = ps->dm_mface + face_index;
903                         if (do_clip)
904                                 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
905                         else
906                                 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
907
908                         /* Note, if isect_ret==-1 then we don't want to test the other side of the quad */
909                         if (isect_ret == 0 && mf->v4) {
910                                 if (do_clip)
911                                         isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
912                                 else
913                                         isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
914                         }
915                         if (isect_ret >= 1) {
916                                 /* TODO - we may want to cache the first hit,
917                                  * it is not possible to swap the face order in the list anymore */
918                                 return 1;
919                         }
920                 }
921         }
922         return 0;
923 }
924
925 /* basic line intersection, could move to math_geom.c, 2 points with a horiz line
926  * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
927 #define ISECT_TRUE 1
928 #define ISECT_TRUE_P1 2
929 #define ISECT_TRUE_P2 3
930 static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
931 {
932         float y_diff;
933         
934         if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
935                 *x_isect = p1[0];
936                 return ISECT_TRUE_P1;
937         }
938         if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
939                 *x_isect = p2[0];
940                 return ISECT_TRUE_P2;
941         }
942         
943         y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
944         
945         if (y_diff < 0.000001f) {
946                 *x_isect = (p1[0] + p2[0]) * 0.5f;
947                 return ISECT_TRUE;              
948         }
949         
950         if (p1[1] > y_level && p2[1] < y_level) {
951                 *x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff;  /*(p1[1]-p2[1]);*/
952                 return ISECT_TRUE;
953         }
954         else if (p1[1] < y_level && p2[1] > y_level) {
955                 *x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff;  /*(p2[1]-p1[1]);*/
956                 return ISECT_TRUE;
957         }
958         else {
959                 return 0;
960         }
961 }
962
963 static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
964 {
965         float x_diff;
966         
967         if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
968                 *y_isect = p1[1];
969                 return ISECT_TRUE_P1;
970         }
971         if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
972                 *y_isect = p2[1];
973                 return ISECT_TRUE_P2;
974         }
975         
976         x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
977         
978         if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
979                 *y_isect = (p1[0] + p2[0]) * 0.5f;
980                 return ISECT_TRUE;              
981         }
982         
983         if (p1[0] > x_level && p2[0] < x_level) {
984                 *y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
985                 return ISECT_TRUE;
986         }
987         else if (p1[0] < x_level && p2[0] > x_level) {
988                 *y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
989                 return ISECT_TRUE;
990         }
991         else {
992                 return 0;
993         }
994 }
995
996 /* simple func use for comparing UV locations to check if there are seams.
997  * Its possible this gives incorrect results, when the UVs for 1 face go into the next 
998  * tile, but do not do this for the adjacent face, it could return a false positive.
999  * This is so unlikely that Id not worry about it. */
1000 #ifndef PROJ_DEBUG_NOSEAMBLEED
1001 static int cmp_uv(const float vec2a[2], const float vec2b[2])
1002 {
1003         /* if the UV's are not between 0.0 and 1.0 */
1004         float xa = (float)fmodf(vec2a[0], 1.0f);
1005         float ya = (float)fmodf(vec2a[1], 1.0f);
1006         
1007         float xb = (float)fmodf(vec2b[0], 1.0f);
1008         float yb = (float)fmodf(vec2b[1], 1.0f);        
1009         
1010         if (xa < 0.0f) xa += 1.0f;
1011         if (ya < 0.0f) ya += 1.0f;
1012         
1013         if (xb < 0.0f) xb += 1.0f;
1014         if (yb < 0.0f) yb += 1.0f;
1015         
1016         return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
1017 }
1018 #endif
1019
1020 /* set min_px and max_px to the image space bounds of the UV coords 
1021  * return zero if there is no area in the returned rectangle */
1022 #ifndef PROJ_DEBUG_NOSEAMBLEED
1023 static int pixel_bounds_uv(
1024         const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
1025         rcti *bounds_px,
1026         const int ibuf_x, const int ibuf_y,
1027         int is_quad
1028         )
1029 {
1030         float min_uv[2], max_uv[2]; /* UV bounds */
1031         
1032         INIT_MINMAX2(min_uv, max_uv);
1033         
1034         DO_MINMAX2(uv1, min_uv, max_uv);
1035         DO_MINMAX2(uv2, min_uv, max_uv);
1036         DO_MINMAX2(uv3, min_uv, max_uv);
1037         if (is_quad)
1038                 DO_MINMAX2(uv4, min_uv, max_uv);
1039         
1040         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
1041         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
1042         
1043         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
1044         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
1045         
1046         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
1047         
1048         /* face uses no UV area when quantized to pixels? */
1049         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
1050 }
1051 #endif
1052
1053 static int pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
1054 {
1055         float min_uv[2], max_uv[2]; /* UV bounds */
1056         
1057         if (tot == 0) {
1058                 return 0;
1059         }
1060         
1061         INIT_MINMAX2(min_uv, max_uv);
1062         
1063         while (tot--) {
1064                 DO_MINMAX2((*uv), min_uv, max_uv);
1065                 uv++;
1066         }
1067         
1068         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
1069         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
1070         
1071         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
1072         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
1073         
1074         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
1075         
1076         /* face uses no UV area when quantized to pixels? */
1077         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
1078 }
1079
1080 #ifndef PROJ_DEBUG_NOSEAMBLEED
1081
1082 /* This function returns 1 if this face has a seam along the 2 face-vert indices
1083  * 'orig_i1_fidx' and 'orig_i2_fidx' */
1084 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)
1085 {
1086         LinkNode *node;
1087         int face_index;
1088         unsigned int i1, i2;
1089         int i1_fidx = -1, i2_fidx = -1; /* index in face */
1090         MFace *mf;
1091         MTFace *tf;
1092         const MFace *orig_mf = ps->dm_mface + orig_face;  
1093         const MTFace *orig_tf = ps->dm_mtface + orig_face;
1094         
1095         /* vert indices from face vert order indices */
1096         i1 = (*(&orig_mf->v1 + orig_i1_fidx));
1097         i2 = (*(&orig_mf->v1 + orig_i2_fidx));
1098         
1099         for (node = ps->vertFaces[i1]; node; node = node->next) {
1100                 face_index = GET_INT_FROM_POINTER(node->link);
1101
1102                 if (face_index != orig_face) {
1103                         mf = ps->dm_mface + face_index;
1104                         /* could check if the 2 faces images match here,
1105                          * but then there wouldn't be a way to return the opposite face's info */
1106                         
1107                         
1108                         /* We need to know the order of the verts in the adjacent face 
1109                          * set the i1_fidx and i2_fidx to (0,1,2,3) */
1110                         if      (mf->v1 == i1) i1_fidx = 0;
1111                         else if (mf->v2 == i1) i1_fidx = 1;
1112                         else if (mf->v3 == i1) i1_fidx = 2;
1113                         else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
1114
1115                         if      (mf->v1 == i2) i2_fidx = 0;
1116                         else if (mf->v2 == i2) i2_fidx = 1;
1117                         else if (mf->v3 == i2) i2_fidx = 2;
1118                         else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
1119                         
1120                         /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
1121                         if (i2_fidx != -1) {
1122                                 Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
1123                                 Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
1124
1125                                 /* This IS an adjacent face!, now lets check if the UVs are ok */
1126                                 tf = ps->dm_mtface + face_index;
1127                                 
1128                                 /* set up the other face */
1129                                 *other_face = face_index;
1130                                 *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
1131                                 
1132                                 /* first test if they have the same image */
1133                                 if ((orig_tpage == tpage) &&
1134                                     cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
1135                                     cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
1136                                 {
1137                                         // printf("SEAM (NONE)\n");
1138                                         return 0;
1139                                         
1140                                 }
1141                                 else {
1142                                         // printf("SEAM (UV GAP)\n");
1143                                         return 1;
1144                                 }
1145                         }
1146                 }
1147         }
1148         // printf("SEAM (NO FACE)\n");
1149         *other_face = -1;
1150         return 1;
1151 }
1152
1153 /* Calculate outset UV's, this is not the same as simply scaling the UVs,
1154  * since the outset coords are a margin that keep an even distance from the original UV's,
1155  * note that the image aspect is taken into account */
1156 static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const float scaler, const int ibuf_x, const int ibuf_y, const int is_quad)
1157 {
1158         float a1, a2, a3, a4 = 0.0f;
1159         float puv[4][2]; /* pixelspace uv's */
1160         float no1[2], no2[2], no3[2], no4[2]; /* normals */
1161         float dir1[2], dir2[2], dir3[2], dir4[2];
1162         float ibuf_inv[2];
1163
1164         ibuf_inv[0] = 1.0f / (float)ibuf_x;
1165         ibuf_inv[1] = 1.0f / (float)ibuf_y;
1166
1167         /* make UV's in pixel space so we can */
1168         puv[0][0] = orig_uv[0][0] * ibuf_x;
1169         puv[0][1] = orig_uv[0][1] * ibuf_y;
1170         
1171         puv[1][0] = orig_uv[1][0] * ibuf_x;
1172         puv[1][1] = orig_uv[1][1] * ibuf_y;
1173         
1174         puv[2][0] = orig_uv[2][0] * ibuf_x;
1175         puv[2][1] = orig_uv[2][1] * ibuf_y;
1176         
1177         if (is_quad) {
1178                 puv[3][0] = orig_uv[3][0] * ibuf_x;
1179                 puv[3][1] = orig_uv[3][1] * ibuf_y;
1180         }
1181         
1182         /* face edge directions */
1183         sub_v2_v2v2(dir1, puv[1], puv[0]);
1184         sub_v2_v2v2(dir2, puv[2], puv[1]);
1185         normalize_v2(dir1);
1186         normalize_v2(dir2);
1187         
1188         if (is_quad) {
1189                 sub_v2_v2v2(dir3, puv[3], puv[2]);
1190                 sub_v2_v2v2(dir4, puv[0], puv[3]);
1191                 normalize_v2(dir3);
1192                 normalize_v2(dir4);
1193         }
1194         else {
1195                 sub_v2_v2v2(dir3, puv[0], puv[2]);
1196                 normalize_v2(dir3);
1197         }
1198
1199         /* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
1200          * This is incorrect. Its already given radians but without it wont work.
1201          * need to look into a fix - campbell */
1202         if (is_quad) {
1203                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI / 180.0f));
1204                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1205                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1206                 a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI / 180.0f));
1207         }
1208         else {
1209                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI / 180.0f));
1210                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1211                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1212         }
1213         
1214         if (is_quad) {
1215                 sub_v2_v2v2(no1, dir4, dir1);
1216                 sub_v2_v2v2(no2, dir1, dir2);
1217                 sub_v2_v2v2(no3, dir2, dir3);
1218                 sub_v2_v2v2(no4, dir3, dir4);
1219                 normalize_v2(no1);
1220                 normalize_v2(no2);
1221                 normalize_v2(no3);
1222                 normalize_v2(no4);
1223                 mul_v2_fl(no1, a1 * scaler);
1224                 mul_v2_fl(no2, a2 * scaler);
1225                 mul_v2_fl(no3, a3 * scaler);
1226                 mul_v2_fl(no4, a4 * scaler);
1227                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1228                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1229                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1230                 add_v2_v2v2(outset_uv[3], puv[3], no4);
1231                 mul_v2_v2(outset_uv[0], ibuf_inv);
1232                 mul_v2_v2(outset_uv[1], ibuf_inv);
1233                 mul_v2_v2(outset_uv[2], ibuf_inv);
1234                 mul_v2_v2(outset_uv[3], ibuf_inv);
1235         }
1236         else {
1237                 sub_v2_v2v2(no1, dir3, dir1);
1238                 sub_v2_v2v2(no2, dir1, dir2);
1239                 sub_v2_v2v2(no3, dir2, dir3);
1240                 normalize_v2(no1);
1241                 normalize_v2(no2);
1242                 normalize_v2(no3);
1243                 mul_v2_fl(no1, a1 * scaler);
1244                 mul_v2_fl(no2, a2 * scaler);
1245                 mul_v2_fl(no3, a3 * scaler);
1246                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1247                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1248                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1249
1250                 mul_v2_v2(outset_uv[0], ibuf_inv);
1251                 mul_v2_v2(outset_uv[1], ibuf_inv);
1252                 mul_v2_v2(outset_uv[2], ibuf_inv);
1253         }
1254 }
1255
1256 /* 
1257  * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
1258  * 1<<i - where i is (0-3) 
1259  * 
1260  * If we're multithreadng, make sure threads are locked when this is called
1261  */
1262 static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
1263 {
1264         int other_face, other_fidx; /* vars for the other face, we also set its flag */
1265         int fidx1 = is_quad ? 3 : 2;
1266         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 */
1267         
1268         do {
1269                 if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
1270                         if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
1271                                 ps->faceSeamFlags[face_index] |= 1 << fidx1;
1272                                 if (other_face != -1)
1273                                         ps->faceSeamFlags[other_face] |= 1 << other_fidx;
1274                         }
1275                         else {
1276                                 ps->faceSeamFlags[face_index] |= 16 << fidx1;
1277                                 if (other_face != -1)
1278                                         ps->faceSeamFlags[other_face] |= 16 << other_fidx;  /* second 4 bits for disabled */
1279                         }
1280                 }
1281                 
1282                 fidx2 = fidx1;
1283         } while (fidx1--);
1284 }
1285 #endif // PROJ_DEBUG_NOSEAMBLEED
1286
1287
1288 /* Converts a UV location to a 3D screenspace location
1289  * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
1290  * 
1291  * This is used for finding a pixels location in screenspace for painting */
1292 static void screen_px_from_ortho(
1293         float uv[2],
1294         float v1co[3], float v2co[3], float v3co[3],  /* Screenspace coords */
1295         float uv1co[2], float uv2co[2], float uv3co[2],
1296         float pixelScreenCo[4],
1297         float w[3])
1298 {
1299         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1300         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1301 }
1302
1303 /* same as screen_px_from_ortho except we need to take into account
1304  * the perspective W coord for each vert */
1305 static void screen_px_from_persp(
1306         float uv[2],
1307         float v1co[4], float v2co[4], float v3co[4],  /* screenspace coords */
1308         float uv1co[2], float uv2co[2], float uv3co[2],
1309         float pixelScreenCo[4],
1310         float w[3])
1311 {
1312
1313         float wtot_inv, wtot;
1314         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1315         
1316         /* re-weight from the 4th coord of each screen vert */
1317         w[0] *= v1co[3];
1318         w[1] *= v2co[3];
1319         w[2] *= v3co[3];
1320         
1321         wtot = w[0] + w[1] + w[2];
1322         
1323         if (wtot > 0.0f) {
1324                 wtot_inv = 1.0f / wtot;
1325                 w[0] *= wtot_inv;
1326                 w[1] *= wtot_inv;
1327                 w[2] *= wtot_inv;
1328         }
1329         else {
1330                 w[0] = w[1] = w[2] = 1.0f / 3.0f;  /* dummy values for zero area face */
1331         }
1332         /* done re-weighting */
1333         
1334         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1335 }
1336
1337 static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const float w[3], int side, unsigned char rgba_ub[4], float rgba_f[4])
1338 {
1339         float *uvCo1, *uvCo2, *uvCo3;
1340         float uv_other[2], x, y;
1341         
1342         uvCo1 =  (float *)tf_other->uv[0];
1343         if (side == 1) {
1344                 uvCo2 =  (float *)tf_other->uv[2];
1345                 uvCo3 =  (float *)tf_other->uv[3];
1346         }
1347         else {
1348                 uvCo2 =  (float *)tf_other->uv[1];
1349                 uvCo3 =  (float *)tf_other->uv[2];
1350         }
1351         
1352         interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float *)w);
1353         
1354         /* use */
1355         uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
1356         
1357         
1358         if (ibuf_other->rect_float) { /* from float to float */
1359                 bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
1360         }
1361         else { /* from char to float */
1362                 bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
1363         }
1364                 
1365 }
1366
1367 /* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
1368 static float project_paint_uvpixel_mask(
1369         const ProjPaintState *ps,
1370         const int face_index,
1371         const int side,
1372         const float w[3])
1373 {
1374         float mask;
1375         
1376         /* Image Mask */
1377         if (ps->do_layer_stencil) {
1378                 /* another UV maps image is masking this one's */
1379                 ImBuf *ibuf_other;
1380                 Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_stencil, face_index);
1381                 const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
1382                 
1383                 if (other_tpage && (ibuf_other = BKE_image_get_ibuf(other_tpage, NULL))) {
1384                         /* BKE_image_get_ibuf - TODO - this may be slow */
1385                         unsigned char rgba_ub[4];
1386                         float rgba_f[4];
1387                         
1388                         project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
1389                         
1390                         if (ibuf_other->rect_float) { /* from float to float */
1391                                 mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) / 3.0f) * rgba_f[3];
1392                         }
1393                         else { /* from char to float */
1394                                 mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) / (256 * 3.0f)) * (rgba_ub[3] / 256.0f);
1395                         }
1396                         
1397                         if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
1398                                 mask = (1.0f - mask);
1399
1400                         if (mask == 0.0f) {
1401                                 return 0.0f;
1402                         }
1403                 }
1404                 else {
1405                         return 0.0f;
1406                 }
1407         }
1408         else {
1409                 mask = 1.0f;
1410         }
1411         
1412         /* calculate mask */
1413         if (ps->do_mask_normal) {
1414                 MFace *mf = &ps->dm_mface[face_index];
1415                 float no[3], angle;
1416                 if (mf->flag & ME_SMOOTH) {
1417                         short *no1, *no2, *no3;
1418                         no1 = ps->dm_mvert[mf->v1].no;
1419                         if (side == 1) {
1420                                 no2 = ps->dm_mvert[mf->v3].no;
1421                                 no3 = ps->dm_mvert[mf->v4].no;
1422                         }
1423                         else {
1424                                 no2 = ps->dm_mvert[mf->v2].no;
1425                                 no3 = ps->dm_mvert[mf->v3].no;
1426                         }
1427
1428                         no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
1429                         no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
1430                         no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
1431                         normalize_v3(no);
1432                 }
1433                 else {
1434                         /* incase the */
1435 #if 1
1436                         /* normalizing per pixel isn't optimal, we could cache or check ps->*/
1437                         if (mf->v4)
1438                                 normal_quad_v3(no,
1439                                                ps->dm_mvert[mf->v1].co,
1440                                                ps->dm_mvert[mf->v2].co,
1441                                                ps->dm_mvert[mf->v3].co,
1442                                                ps->dm_mvert[mf->v4].co);
1443                         else
1444                                 normal_tri_v3(no,
1445                                               ps->dm_mvert[mf->v1].co,
1446                                               ps->dm_mvert[mf->v2].co,
1447                                               ps->dm_mvert[mf->v3].co);
1448 #else
1449                         /* don't use because some modifiers dont have normal data (subsurf for eg) */
1450                         copy_v3_v3(no, (float *)ps->dm->getTessFaceData(ps->dm, face_index, CD_NORMAL));
1451 #endif
1452                 }
1453                 
1454                 /* now we can use the normal as a mask */
1455                 if (ps->is_ortho) {
1456                         angle = angle_normalized_v3v3((float *)ps->viewDir, no);
1457                 }
1458                 else {
1459                         /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
1460                         float viewDirPersp[3];
1461                         float *co1, *co2, *co3;
1462                         co1 = ps->dm_mvert[mf->v1].co;
1463                         if (side == 1) {
1464                                 co2 = ps->dm_mvert[mf->v3].co;
1465                                 co3 = ps->dm_mvert[mf->v4].co;
1466                         }
1467                         else {
1468                                 co2 = ps->dm_mvert[mf->v2].co;
1469                                 co3 = ps->dm_mvert[mf->v3].co;
1470                         }
1471
1472                         /* Get the direction from the viewPoint to the pixel and normalize */
1473                         viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
1474                         viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
1475                         viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
1476                         normalize_v3(viewDirPersp);
1477                         
1478                         angle = angle_normalized_v3v3(viewDirPersp, no);
1479                 }
1480                 
1481                 if (angle >= ps->normal_angle) {
1482                         return 0.0f; /* outsize the normal limit*/
1483                 }
1484                 else if (angle > ps->normal_angle_inner) {
1485                         mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
1486                 } /* otherwise no mask normal is needed, were within the limit */
1487         }
1488         
1489         /* This only works when the opacity dosnt change while painting, stylus pressure messes with this
1490          * so don't use it. */
1491         // if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
1492         
1493         return mask;
1494 }
1495
1496 /* run this function when we know a bucket's, face's pixel can be initialized,
1497  * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
1498 static ProjPixel *project_paint_uvpixel_init(
1499         const ProjPaintState *ps,
1500         MemArena *arena,
1501         const ImBuf *ibuf,
1502         short x_px, short y_px,
1503         const float mask,
1504         const int face_index,
1505         const int image_index,
1506         const float pixelScreenCo[4],
1507         const int side,
1508         const float w[3])
1509 {
1510         ProjPixel *projPixel;
1511         short size;
1512         
1513         /* wrap pixel location */
1514         x_px = x_px % ibuf->x;
1515         if (x_px < 0) x_px += ibuf->x;
1516         y_px = y_px % ibuf->y;
1517         if (y_px < 0) y_px += ibuf->y;
1518         
1519         if (ps->tool == PAINT_TOOL_CLONE) {
1520                 size = sizeof(ProjPixelClone);
1521         }
1522         else if (ps->tool == PAINT_TOOL_SMEAR) {
1523                 size = sizeof(ProjPixelClone);
1524         }
1525         else {
1526                 size = sizeof(ProjPixel);
1527         }
1528         
1529         projPixel = (ProjPixel *)BLI_memarena_alloc(arena, size);
1530         //memset(projPixel, 0, size);
1531         
1532         if (ibuf->rect_float) {
1533                 projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
1534                 projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];  
1535                 projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];  
1536                 projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];  
1537                 projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];  
1538         }
1539         else {
1540                 projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
1541                 projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
1542         }
1543         
1544         /* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
1545         copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
1546         
1547         projPixel->x_px = x_px;
1548         projPixel->y_px = y_px;
1549         
1550         projPixel->mask = (unsigned short)(mask * 65535);
1551         projPixel->mask_max = 0;
1552         
1553         /* which bounding box cell are we in?, needed for undo */
1554         projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
1555                                    ((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
1556         
1557         /* done with view3d_project_float inline */
1558         if (ps->tool == PAINT_TOOL_CLONE) {
1559                 if (ps->dm_mtface_clone) {
1560                         ImBuf *ibuf_other;
1561                         Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_clone, face_index);
1562                         const MTFace *tf_other = ps->dm_mtface_clone + face_index;
1563                         
1564                         if (other_tpage && (ibuf_other = BKE_image_get_ibuf(other_tpage, NULL))) {
1565                                 /* BKE_image_get_ibuf - TODO - this may be slow */
1566                                 
1567                                 if (ibuf->rect_float) {
1568                                         if (ibuf_other->rect_float) { /* from float to float */
1569                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
1570                                         }
1571                                         else { /* from char to float */
1572                                                 unsigned char rgba_ub[4];
1573                                                 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
1574                                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub);
1575                                         }
1576                                 }
1577                                 else {
1578                                         if (ibuf_other->rect_float) { /* float to char */
1579                                                 float rgba[4];
1580                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
1581                                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
1582                                         }
1583                                         else { /* char to char */
1584                                                 project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
1585                                         }
1586                                 }
1587                         }
1588                         else {
1589                                 if (ibuf->rect_float) {
1590                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
1591                                 }
1592                                 else {
1593                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
1594                                 }
1595                         }
1596                         
1597                 }
1598                 else {
1599                         float co[2];
1600                         sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
1601                         
1602                         /* no need to initialize the bucket, we're only checking buckets faces and for this
1603                          * the faces are already initialized in project_paint_delayed_face_init(...) */
1604                         if (ibuf->rect_float) {
1605                                 if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
1606                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
1607                                 }
1608                         }
1609                         else {
1610                                 if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
1611                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
1612                                 }
1613                         }
1614                 }
1615         }
1616         
1617 #ifdef PROJ_DEBUG_PAINT
1618         if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
1619         else                  projPixel->pixel.ch_pt[0] = 0;
1620 #endif
1621         projPixel->image_index = image_index;
1622         
1623         return projPixel;
1624 }
1625
1626 static int line_clip_rect2f(
1627         rctf *rect,
1628         const float l1[2], const float l2[2],
1629         float l1_clip[2], float l2_clip[2])
1630 {
1631         /* first account for horizontal, then vertical lines */
1632         /* horiz */
1633         if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) {
1634                 /* is the line out of range on its Y axis? */
1635                 if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
1636                         return 0;
1637                 }
1638                 /* line is out of range on its X axis */
1639                 if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
1640                         return 0;
1641                 }
1642                 
1643                 
1644                 if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1645                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1646                                 copy_v2_v2(l1_clip, l1);
1647                                 copy_v2_v2(l2_clip, l2);
1648                                 return 1;
1649                         }
1650                         else {
1651                                 return 0;
1652                         }
1653                 }
1654                 
1655                 copy_v2_v2(l1_clip, l1);
1656                 copy_v2_v2(l2_clip, l2);
1657                 CLAMP(l1_clip[0], rect->xmin, rect->xmax);
1658                 CLAMP(l2_clip[0], rect->xmin, rect->xmax);
1659                 return 1;
1660         }
1661         else if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) {
1662                 /* is the line out of range on its X axis? */
1663                 if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
1664                         return 0;
1665                 }
1666                 
1667                 /* line is out of range on its Y axis */
1668                 if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
1669                         return 0;
1670                 }
1671                 
1672                 if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1673                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1674                                 copy_v2_v2(l1_clip, l1);
1675                                 copy_v2_v2(l2_clip, l2);
1676                                 return 1;
1677                         }
1678                         else {
1679                                 return 0;
1680                         }
1681                 }
1682                 
1683                 copy_v2_v2(l1_clip, l1);
1684                 copy_v2_v2(l2_clip, l2);
1685                 CLAMP(l1_clip[1], rect->ymin, rect->ymax);
1686                 CLAMP(l2_clip[1], rect->ymin, rect->ymax);
1687                 return 1;
1688         }
1689         else {
1690                 float isect;
1691                 short ok1 = 0;
1692                 short ok2 = 0;
1693                 
1694                 /* Done with vertical lines */
1695                 
1696                 /* are either of the points inside the rectangle ? */
1697                 if (BLI_rctf_isect_pt_v(rect, l1)) {
1698                         copy_v2_v2(l1_clip, l1);
1699                         ok1 = 1;
1700                 }
1701                 
1702                 if (BLI_rctf_isect_pt_v(rect, l2)) {
1703                         copy_v2_v2(l2_clip, l2);
1704                         ok2 = 1;
1705                 }
1706                 
1707                 /* line inside rect */
1708                 if (ok1 && ok2) return 1;
1709                 
1710                 /* top/bottom */
1711                 if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1712                         if (l1[1] < l2[1]) { /* line 1 is outside */
1713                                 l1_clip[0] = isect;
1714                                 l1_clip[1] = rect->ymin;
1715                                 ok1 = 1;
1716                         }
1717                         else {
1718                                 l2_clip[0] = isect;
1719                                 l2_clip[1] = rect->ymin;
1720                                 ok2 = 2;
1721                         }
1722                 }
1723                 
1724                 if (ok1 && ok2) return 1;
1725                 
1726                 if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1727                         if (l1[1] > l2[1]) { /* line 1 is outside */
1728                                 l1_clip[0] = isect;
1729                                 l1_clip[1] = rect->ymax;
1730                                 ok1 = 1;
1731                         }
1732                         else {
1733                                 l2_clip[0] = isect;
1734                                 l2_clip[1] = rect->ymax;
1735                                 ok2 = 2;
1736                         }
1737                 }
1738                 
1739                 if (ok1 && ok2) return 1;
1740                 
1741                 /* left/right */
1742                 if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1743                         if (l1[0] < l2[0]) { /* line 1 is outside */
1744                                 l1_clip[0] = rect->xmin;
1745                                 l1_clip[1] = isect;
1746                                 ok1 = 1;
1747                         }
1748                         else {
1749                                 l2_clip[0] = rect->xmin;
1750                                 l2_clip[1] = isect;
1751                                 ok2 = 2;
1752                         }
1753                 }
1754         
1755                 if (ok1 && ok2) return 1;
1756                 
1757                 if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1758                         if (l1[0] > l2[0]) { /* line 1 is outside */
1759                                 l1_clip[0] = rect->xmax;
1760                                 l1_clip[1] = isect;
1761                                 ok1 = 1;
1762                         }
1763                         else {
1764                                 l2_clip[0] = rect->xmax;
1765                                 l2_clip[1] = isect;
1766                                 ok2 = 2;
1767                         }
1768                 }
1769                 
1770                 if (ok1 && ok2) {
1771                         return 1;
1772                 }
1773                 else {
1774                         return 0;
1775                 }
1776         }
1777 }
1778
1779
1780
1781 /* scale the quad & tri about its center
1782  * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
1783  * edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
1784 #ifndef PROJ_DEBUG_NOSEAMBLEED
1785 static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
1786 {
1787         float cent[3];
1788         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
1789         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
1790         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
1791         
1792         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1793         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1794         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1795         sub_v3_v3v3(insetCos[3], origCos[3], cent);
1796         
1797         mul_v3_fl(insetCos[0], inset);
1798         mul_v3_fl(insetCos[1], inset);
1799         mul_v3_fl(insetCos[2], inset);
1800         mul_v3_fl(insetCos[3], inset);
1801         
1802         add_v3_v3(insetCos[0], cent);
1803         add_v3_v3(insetCos[1], cent);
1804         add_v3_v3(insetCos[2], cent);
1805         add_v3_v3(insetCos[3], cent);
1806 }
1807
1808
1809 static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
1810 {
1811         float cent[3];
1812         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
1813         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
1814         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
1815         
1816         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1817         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1818         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1819         
1820         mul_v3_fl(insetCos[0], inset);
1821         mul_v3_fl(insetCos[1], inset);
1822         mul_v3_fl(insetCos[2], inset);
1823         
1824         add_v3_v3(insetCos[0], cent);
1825         add_v3_v3(insetCos[1], cent);
1826         add_v3_v3(insetCos[2], cent);
1827 }
1828 #endif //PROJ_DEBUG_NOSEAMBLEED
1829
1830 static float len_squared_v2v2_alt(const float *v1, const float v2_1, const float v2_2)
1831 {
1832         float x, y;
1833
1834         x = v1[0] - v2_1;
1835         y = v1[1] - v2_2;
1836         return x * x + y * y;
1837 }
1838
1839 /* note, use a squared value so we can use len_squared_v2v2
1840  * be sure that you have done a bounds check first or this may fail */
1841 /* only give bucket_bounds as an arg because we need it elsewhere */
1842 static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
1843 {
1844          
1845         /* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect 
1846          * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
1847          * this is even less work then an intersection test
1848          */
1849 #if 0
1850         if (BLI_rctf_isect_pt_v(bucket_bounds, cent))
1851                 return 1;
1852 #endif
1853         
1854         if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
1855             (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
1856         {
1857                 return 1;
1858         }
1859         
1860         /* out of bounds left */
1861         if (cent[0] < bucket_bounds->xmin) {
1862                 /* lower left out of radius test */
1863                 if (cent[1] < bucket_bounds->ymin) {
1864                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1865                 } 
1866                 /* top left test */
1867                 else if (cent[1] > bucket_bounds->ymax) {
1868                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1869                 }
1870         }
1871         else if (cent[0] > bucket_bounds->xmax) {
1872                 /* lower right out of radius test */
1873                 if (cent[1] < bucket_bounds->ymin) {
1874                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1875                 } 
1876                 /* top right test */
1877                 else if (cent[1] > bucket_bounds->ymax) {
1878                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1879                 }
1880         }
1881         
1882         return 0;
1883 }
1884
1885
1886
1887 /* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
1888  * in ortho view this function gives good results when bucket_bounds are outside the triangle
1889  * however in some cases, perspective view will mess up with faces that have minimal screenspace area
1890  * (viewed from the side)
1891  * 
1892  * for this reason its not reliable in this case so we'll use the Simple Barycentric'
1893  * funcs that only account for points inside the triangle.
1894  * however switching back to this for ortho is always an option */
1895
1896 static void rect_to_uvspace_ortho(
1897         rctf *bucket_bounds,
1898         float *v1coSS, float *v2coSS, float *v3coSS,
1899         float *uv1co, float *uv2co, float *uv3co,
1900         float bucket_bounds_uv[4][2],
1901         const int flip)
1902 {
1903         float uv[2];
1904         float w[3];
1905         
1906         /* get the UV space bounding box */
1907         uv[0] = bucket_bounds->xmax;
1908         uv[1] = bucket_bounds->ymin;
1909         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1910         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1911
1912         //uv[0] = bucket_bounds->xmax; // set above
1913         uv[1] = bucket_bounds->ymax;
1914         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1915         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1916
1917         uv[0] = bucket_bounds->xmin;
1918         //uv[1] = bucket_bounds->ymax; // set above
1919         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1920         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1921
1922         //uv[0] = bucket_bounds->xmin; // set above
1923         uv[1] = bucket_bounds->ymin;
1924         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1925         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1926 }
1927
1928 /* same as above but use barycentric_weights_v2_persp */
1929 static void rect_to_uvspace_persp(
1930         rctf *bucket_bounds,
1931         float *v1coSS, float *v2coSS, float *v3coSS,
1932         float *uv1co, float *uv2co, float *uv3co,
1933         float bucket_bounds_uv[4][2],
1934         const int flip
1935         )
1936 {
1937         float uv[2];
1938         float w[3];
1939         
1940         /* get the UV space bounding box */
1941         uv[0] = bucket_bounds->xmax;
1942         uv[1] = bucket_bounds->ymin;
1943         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1944         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1945
1946         //uv[0] = bucket_bounds->xmax; // set above
1947         uv[1] = bucket_bounds->ymax;
1948         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1949         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1950
1951         uv[0] = bucket_bounds->xmin;
1952         //uv[1] = bucket_bounds->ymax; // set above
1953         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1954         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1955
1956         //uv[0] = bucket_bounds->xmin; // set above
1957         uv[1] = bucket_bounds->ymin;
1958         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1959         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1960 }
1961
1962 /* This works as we need it to but we can save a few steps and not use it */
1963
1964 #if 0
1965 static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
1966 {
1967         float v1[2], v2[2];
1968         
1969         v1[0] = p1[0] - p2[0];    v1[1] = p1[1] - p2[1];
1970         v2[0] = p3[0] - p2[0];    v2[1] = p3[1] - p2[1];
1971         
1972         return -atan2(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
1973 }
1974 #endif
1975
1976 #define ISECT_1 (1)
1977 #define ISECT_2 (1 << 1)
1978 #define ISECT_3 (1 << 2)
1979 #define ISECT_4 (1 << 3)
1980 #define ISECT_ALL3 ((1 << 3) - 1)
1981 #define ISECT_ALL4 ((1 << 4) - 1)
1982
1983 /* limit must be a fraction over 1.0f */
1984 static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
1985 {
1986         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;
1987 }
1988
1989 /* Clip the face by a bucket and set the uv-space bucket_bounds_uv
1990  * so we have the clipped UV's to do pixel intersection tests with 
1991  * */
1992 static int float_z_sort_flip(const void *p1, const void *p2)
1993 {
1994         return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
1995 }
1996
1997 static int float_z_sort(const void *p1, const void *p2)
1998 {
1999         return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
2000 }
2001
2002 static void project_bucket_clip_face(
2003         const int is_ortho,
2004         rctf *bucket_bounds,
2005         float *v1coSS, float *v2coSS, float *v3coSS,
2006         float *uv1co, float *uv2co, float *uv3co,
2007         float bucket_bounds_uv[8][2],
2008         int *tot)
2009 {
2010         int inside_bucket_flag = 0;
2011         int inside_face_flag = 0;
2012         const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
2013         
2014         float bucket_bounds_ss[4][2];
2015
2016         /* get the UV space bounding box */
2017         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v1coSS);
2018         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v2coSS) << 1;
2019         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v3coSS) << 2;
2020         
2021         if (inside_bucket_flag == ISECT_ALL3) {
2022                 /* all screenspace points are inside the bucket bounding box, this means we don't need to clip and can simply return the UVs */
2023                 if (flip) { /* facing the back? */
2024                         copy_v2_v2(bucket_bounds_uv[0], uv3co);
2025                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
2026                         copy_v2_v2(bucket_bounds_uv[2], uv1co);
2027                 }
2028                 else {
2029                         copy_v2_v2(bucket_bounds_uv[0], uv1co);
2030                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
2031                         copy_v2_v2(bucket_bounds_uv[2], uv3co);
2032                 }
2033                 
2034                 *tot = 3; 
2035                 return;
2036         }
2037         
2038         /* get the UV space bounding box */
2039         /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
2040         bucket_bounds_ss[0][0] = bucket_bounds->xmax;
2041         bucket_bounds_ss[0][1] = bucket_bounds->ymin;
2042         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
2043         
2044         bucket_bounds_ss[1][0] = bucket_bounds->xmax;
2045         bucket_bounds_ss[1][1] = bucket_bounds->ymax;
2046         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
2047
2048         bucket_bounds_ss[2][0] = bucket_bounds->xmin;
2049         bucket_bounds_ss[2][1] = bucket_bounds->ymax;
2050         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
2051
2052         bucket_bounds_ss[3][0] = bucket_bounds->xmin;
2053         bucket_bounds_ss[3][1] = bucket_bounds->ymin;
2054         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
2055         
2056         if (inside_face_flag == ISECT_ALL4) {
2057                 /* bucket is totally inside the screenspace face, we can safely use weights */
2058                 
2059                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
2060                 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
2061                 
2062                 *tot = 4;
2063                 return;
2064         }
2065         else {
2066                 /* The Complicated Case! 
2067                  * 
2068                  * The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
2069                  * 
2070                  * we need to make a convex polyline from the intersection between the screenspace face
2071                  * and the bucket bounds.
2072                  * 
2073                  * There are a number of ways this could be done, currently it just collects all intersecting verts,
2074                  * and line intersections,  then sorts them clockwise, this is a lot easier then evaluating the geometry to
2075                  * do a correct clipping on both shapes. */
2076                 
2077                 
2078                 /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
2079                 
2080                 
2081                 
2082                 /* Maximum possible 6 intersections when using a rectangle and triangle */
2083                 float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
2084                 float v1_clipSS[2], v2_clipSS[2];
2085                 float w[3];
2086                 
2087                 /* calc center */
2088                 float cent[2] = {0.0f, 0.0f};
2089                 /*float up[2] = {0.0f, 1.0f};*/
2090                 int i;
2091                 short doubles;
2092                 
2093                 (*tot) = 0;
2094                 
2095                 if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
2096                 if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
2097                 if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
2098                 if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
2099
2100                 if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
2101                 if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
2102                 if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
2103                 
2104                 if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
2105                         if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
2106                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2107                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2108                         }
2109                 }
2110                 
2111                 if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
2112                         if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
2113                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2114                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2115                         }
2116                 }       
2117                 
2118                 if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
2119                         if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
2120                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2121                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2122                         }
2123                 }
2124                 
2125                 
2126                 if ((*tot) < 3) { /* no intersections to speak of */
2127                         *tot = 0;
2128                         return;
2129                 }
2130         
2131                 /* now we have all points we need, collect their angles and sort them clockwise */
2132                 
2133                 for (i = 0; i < (*tot); i++) {
2134                         cent[0] += isectVCosSS[i][0];
2135                         cent[1] += isectVCosSS[i][1];
2136                 }
2137                 cent[0] = cent[0] / (float)(*tot);
2138                 cent[1] = cent[1] / (float)(*tot);
2139                 
2140                 
2141                 
2142                 /* Collect angles for every point around the center point */
2143
2144                 
2145 #if 0   /* uses a few more cycles then the above loop */
2146                 for (i = 0; i < (*tot); i++) {
2147                         isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
2148                 }
2149 #endif
2150
2151                 v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
2152                 v1_clipSS[1] = cent[1] + 1.0f;
2153                 
2154                 for (i = 0; i < (*tot); i++) {
2155                         v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
2156                         v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
2157                         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]);
2158                 }
2159                 
2160                 if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
2161                 else      qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
2162                 
2163                 /* remove doubles */
2164                 /* first/last check */
2165                 if (fabsf(isectVCosSS[0][0] - isectVCosSS[(*tot) - 1][0]) < PROJ_GEOM_TOLERANCE &&
2166                     fabsf(isectVCosSS[0][1] - isectVCosSS[(*tot) - 1][1]) < PROJ_GEOM_TOLERANCE)
2167                 {
2168                         (*tot)--;
2169                 }
2170                 
2171                 /* its possible there is only a few left after remove doubles */
2172                 if ((*tot) < 3) {
2173                         // printf("removed too many doubles A\n");
2174                         *tot = 0;
2175                         return;
2176                 }
2177                 
2178                 doubles = TRUE;
2179                 while (doubles == TRUE) {
2180                         doubles = FALSE;
2181                         for (i = 1; i < (*tot); i++) {
2182                                 if (fabsf(isectVCosSS[i - 1][0] - isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
2183                                     fabsf(isectVCosSS[i - 1][1] - isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
2184                                 {
2185                                         int j;
2186                                         for (j = i + 1; j < (*tot); j++) {
2187                                                 isectVCosSS[j - 1][0] = isectVCosSS[j][0];
2188                                                 isectVCosSS[j - 1][1] = isectVCosSS[j][1];
2189                                         }
2190                                         doubles = TRUE; /* keep looking for more doubles */
2191                                         (*tot)--;
2192                                 }
2193                         }
2194                 }
2195                 
2196                 /* its possible there is only a few left after remove doubles */
2197                 if ((*tot) < 3) {
2198                         // printf("removed too many doubles B\n");
2199                         *tot = 0;
2200                         return;
2201                 }
2202                 
2203                 
2204                 if (is_ortho) {
2205                         for (i = 0; i < (*tot); i++) {
2206                                 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2207                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2208                         }
2209                 }
2210                 else {
2211                         for (i = 0; i < (*tot); i++) {
2212                                 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2213                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2214                         }
2215                 }
2216         }
2217
2218 #ifdef PROJ_DEBUG_PRINT_CLIP
2219         /* include this at the bottom of the above function to debug the output */
2220
2221         {
2222                 /* If there are ever any problems, */
2223                 float test_uv[4][2];
2224                 int i;
2225                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2226                 else          rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2227                 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]);
2228                 
2229                 printf("  [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1],   uv2co[0], uv2co[1],    uv3co[0], uv3co[1]);
2230                 
2231                 printf("[");
2232                 for (i = 0; i < (*tot); i++) {
2233                         printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
2234                 }
2235                 printf("]),\\\n");
2236         }
2237 #endif
2238 }
2239
2240 /*
2241  * # This script creates faces in a blender scene from printed data above.
2242  *
2243  * project_ls = [
2244  * ...(output from above block)...
2245  * ]
2246  *
2247  * from Blender import Scene, Mesh, Window, sys, Mathutils
2248  *
2249  * import bpy
2250  *
2251  * V = Mathutils.Vector
2252  *
2253  * def main():
2254  *     sce = bpy.data.scenes.active
2255  *     
2256  *     for item in project_ls:
2257  *         bb = item[0]
2258  *         uv = item[1]
2259  *         poly = item[2]
2260  *         
2261  *         me = bpy.data.meshes.new()
2262  *         ob = sce.objects.new(me)
2263  *         
2264  *         me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
2265  *         me.faces.extend([(0,1,2,3),])
2266  *         me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
2267  *         me.faces.extend([(4,5,6),])
2268  *         
2269  *         vs = [V(p).xyz for p in poly]
2270  *         print len(vs)
2271  *         l = len(me.verts)
2272  *         me.verts.extend(vs)
2273  *         
2274  *         i = l
2275  *         while i < len(me.verts):
2276  *             ii = i + 1
2277  *             if ii == len(me.verts):
2278  *                 ii = l
2279  *             me.edges.extend([i, ii])
2280  *             i += 1
2281  * 
2282  * if __name__ == '__main__':
2283  *     main()
2284  */
2285
2286
2287 #undef ISECT_1
2288 #undef ISECT_2
2289 #undef ISECT_3
2290 #undef ISECT_4
2291 #undef ISECT_ALL3
2292 #undef ISECT_ALL4
2293
2294         
2295 /* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
2296  * otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
2297 static int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
2298 {
2299         int i;
2300         if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
2301                 return 0;
2302         
2303         for (i = 1; i < tot; i++) {
2304                 if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
2305                         return 0;
2306                 
2307         }
2308         
2309         return 1;
2310 }
2311 static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
2312 {
2313         int i;
2314         int side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
2315         
2316         for (i = 1; i < tot; i++) {
2317                 if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
2318                         return 0;
2319                 
2320         }
2321         
2322         return 1;
2323 }
2324
2325 /* One of the most important function for projectiopn painting, since it selects the pixels to be added into each bucket.
2326  * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
2327 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)
2328 {
2329         /* Projection vars, to get the 3D locations into screen space  */
2330         MemArena *arena = ps->arena_mt[thread_index];
2331         LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
2332         LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
2333         
2334         const MFace *mf = ps->dm_mface + face_index;
2335         const MTFace *tf = ps->dm_mtface + face_index;
2336         
2337         /* UV/pixel seeking data */
2338         int x; /* Image X-Pixel */
2339         int y; /* Image Y-Pixel */
2340         float mask;
2341         float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
2342         
2343         int side;
2344         float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
2345         
2346         float *vCo[4]; /* vertex screenspace coords */
2347         
2348         float w[3], wco[3];
2349         
2350         float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
2351         float pixelScreenCo[4];
2352         
2353         rcti bounds_px; /* ispace bounds */
2354         /* vars for getting uvspace bounds */
2355         
2356         float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face,  */
2357         float xhalfpx, yhalfpx;
2358         const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
2359         
2360         int has_x_isect = 0, has_isect = 0; /* for early loop exit */
2361         
2362         int i1, i2, i3;
2363         
2364         float uv_clip[8][2];
2365         int uv_clip_tot;
2366         const short is_ortho = ps->is_ortho;
2367         const short do_backfacecull = ps->do_backfacecull;
2368         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
2369         
2370         vCo[0] = ps->dm_mvert[mf->v1].co;
2371         vCo[1] = ps->dm_mvert[mf->v2].co;
2372         vCo[2] = ps->dm_mvert[mf->v3].co;
2373         
2374         
2375         /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
2376          * this is done so we can avoid offsetting all the pixels by 0.5 which causes
2377          * problems when wrapping negative coords */
2378         xhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 3.0f)) / ibuf_xf;
2379         yhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 4.0f)) / ibuf_yf;
2380         
2381         /* Note about (PROJ_GEOM_TOLERANCE/x) above...
2382          * Needed to add this offset since UV coords are often quads aligned to pixels.
2383          * In this case pixels can be exactly between 2 triangles causing nasty
2384          * artifacts.
2385          * 
2386          * This workaround can be removed and painting will still work on most cases
2387          * but since the first thing most people try is painting onto a quad- better make it work.
2388          */
2389
2390
2391
2392         tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
2393         tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
2394
2395         tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
2396         tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
2397         
2398         tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
2399         tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;  
2400         
2401         if (mf->v4) {
2402                 vCo[3] = ps->dm_mvert[mf->v4].co;
2403                 
2404                 tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
2405                 tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
2406                 side = 1;
2407         }
2408         else {
2409                 side = 0;
2410         }
2411         
2412         do {
2413                 if (side == 1) {
2414                         i1 = 0; i2 = 2; i3 = 3;
2415                 }
2416                 else {
2417                         i1 = 0; i2 = 1; i3 = 2;
2418                 }
2419                 
2420                 uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
2421                 uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
2422                 uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
2423
2424                 v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
2425                 v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
2426                 v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
2427                 
2428                 /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
2429                 project_bucket_clip_face(
2430                         is_ortho, bucket_bounds,
2431                         v1coSS, v2coSS, v3coSS,
2432                         uv1co, uv2co, uv3co,
2433                         uv_clip, &uv_clip_tot
2434                         );
2435
2436                 /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
2437 #if 0
2438                 if (uv_clip_tot > 6) {
2439                         printf("this should never happen! %d\n", uv_clip_tot);
2440                 }
2441 #endif
2442
2443                 if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
2444
2445                         if (clamp_u) {
2446                                 CLAMP(bounds_px.xmin, 0, ibuf->x);
2447                                 CLAMP(bounds_px.xmax, 0, ibuf->x);
2448                         }
2449
2450                         if (clamp_v) {
2451                                 CLAMP(bounds_px.ymin, 0, ibuf->y);
2452                                 CLAMP(bounds_px.ymax, 0, ibuf->y);
2453                         }
2454
2455                         /* clip face and */
2456                         
2457                         has_isect = 0;
2458                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2459                                 //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2460                                 uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
2461
2462                                 has_x_isect = 0;
2463                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2464                                         //uv[0] = (((float)x) + 0.5f) / ibuf->x;
2465                                         uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
2466                                         
2467                                         /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
2468                                          * could check the poly direction but better to do this */
2469                                         if ((do_backfacecull == TRUE  && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
2470                                             (do_backfacecull == FALSE && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
2471                                         {
2472                                                 
2473                                                 has_x_isect = has_isect = 1;
2474                                                 
2475                                                 if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2476                                                 else          screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2477                                                 
2478                                                 /* a pity we need to get the worldspace pixel location here */
2479                                                 if (do_clip) {
2480                                                         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);
2481                                                         if (ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2482                                                                 continue; /* Watch out that no code below this needs to run */
2483                                                         }
2484                                                 }
2485                                                 
2486                                                 /* Is this UV visible from the view? - raytrace */
2487                                                 /* project_paint_PickFace is less complex, use for testing */
2488                                                 //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
2489                                                 if ((ps->do_occlude == FALSE) ||
2490                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2491                                                 {
2492                                                         
2493                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2494                                                         
2495                                                         if (mask > 0.0f) {
2496                                                                 BLI_linklist_prepend_arena(
2497                                                                         bucketPixelNodes,
2498                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
2499                                                                         arena
2500                                                                         );
2501                                                         }
2502                                                 }
2503                                                 
2504                                         }
2505 //#if 0
2506                                         else if (has_x_isect) {
2507                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2508                                                 break;
2509                                         }
2510 //#endif
2511                                 }
2512                                 
2513                                 
2514 #if 0           /* TODO - investigate why this dosnt work sometimes! it should! */
2515                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2516                                 if (has_x_isect == 0 && has_isect) {
2517                                         break;
2518                                 }
2519 #endif
2520                         }
2521                 }
2522         } while (side--);
2523
2524         
2525         
2526 #ifndef PROJ_DEBUG_NOSEAMBLEED
2527         if (ps->seam_bleed_px > 0.0f) {
2528                 int face_seam_flag;
2529                 
2530                 if (ps->thread_tot > 1)
2531                         BLI_lock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2532                 
2533                 face_seam_flag = ps->faceSeamFlags[face_index];
2534                 
2535                 /* are any of our edges un-initialized? */
2536                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
2537                     (face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
2538                     (face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
2539                     (face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
2540                 {
2541                         project_face_seams_init(ps, face_index, mf->v4);
2542                         face_seam_flag = ps->faceSeamFlags[face_index];
2543                         //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
2544                 }
2545                 
2546                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
2547                         
2548                         if (ps->thread_tot > 1)
2549                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2550                         
2551                 }
2552                 else {
2553                         /* we have a seam - deal with it! */
2554                         
2555                         /* Now create new UV's for the seam face */
2556                         float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
2557                         float insetCos[4][3]; /* inset face coords.  NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
2558
2559                         float fac;
2560                         float *vCoSS[4]; /* vertex screenspace coords */
2561                         
2562                         float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
2563                         float edge_verts_inset_clip[2][3];
2564                         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 */
2565                         
2566                         float seam_subsection[4][2];
2567                         float fac1, fac2, ftot;
2568                         
2569                         
2570                         if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
2571                                 uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
2572                         
2573                         /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
2574                         if (ps->thread_tot > 1)
2575                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2576                         
2577                         vCoSS[0] = ps->screenCoords[mf->v1];
2578                         vCoSS[1] = ps->screenCoords[mf->v2];
2579                         vCoSS[2] = ps->screenCoords[mf->v3];
2580                         if (mf->v4)
2581                                 vCoSS[3] = ps->screenCoords[mf->v4];
2582                         
2583                         /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
2584                         if (is_ortho) {
2585                                 if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2586                                 else        scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2587                         }
2588                         else {
2589                                 if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2590                                 else        scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2591                         }
2592                         
2593                         side = 0; /* for triangles this wont need to change */
2594                         
2595                         for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
2596                                 if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
2597                                 else        fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2) -> (1,2,0) */
2598                                 
2599                                 if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
2600                                     line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
2601                                 {
2602
2603                                         ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
2604                                         
2605                                         if (ftot > 0.0f) { /* avoid div by zero */
2606                                                 if (mf->v4) {
2607                                                         if (fidx1 == 2 || fidx2 == 2) side = 1;
2608                                                         else side = 0;
2609                                                 }
2610                                                 
2611                                                 fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
2612                                                 fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
2613                                                 
2614                                                 interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
2615                                                 interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
2616
2617                                                 interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
2618                                                 interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
2619                                                 
2620                                                 /* if the bucket_clip_edges values Z values was kept we could avoid this
2621                                                  * Inset needs to be added so occlusion tests wont hit adjacent faces */
2622                                                 interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
2623                                                 interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
2624                                                 
2625
2626                                                 if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
2627                                                         /* bounds between the seam rect and the uvspace bucket pixels */
2628                                                         
2629                                                         has_isect = 0;
2630                                                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2631                                                                 // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2632                                                                 uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
2633                                                                 
2634                                                                 has_x_isect = 0;
2635                                                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2636                                                                         //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
2637                                                                         uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
2638                                                                         
2639                                                                         /* test we're inside uvspace bucket and triangle bounds */
2640                                                                         if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
2641                                                                                 
2642                                                                                 /* We need to find the closest point along the face edge,
2643                                                                                  * getting the screen_px_from_*** wont work because our actual location
2644                                                                                  * is not relevant, since we are outside the face, Use VecLerpf to find
2645                                                                                  * our location on the side of the face's UV */
2646 #if 0
2647                                                                                 if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2648                                                                                 else          screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2649 #endif
2650                                                                                 
2651                                                                                 /* Since this is a seam we need to work out where on the line this pixel is */
2652                                                                                 //fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
2653                                                                                 
2654                                                                                 fac = line_point_factor_v2(uv, seam_subsection[0], seam_subsection[1]);
2655                                                                                 if      (fac < 0.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[0]); }
2656                                                                                 else if (fac > 1.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[1]); }
2657                                                                                 else                 { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
2658                                                                                 
2659                                                                                 if (!is_ortho) {
2660                                                                                         pixelScreenCo[3] = 1.0f;
2661                                                                                         mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
2662                                                                                         pixelScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * pixelScreenCo[0] / pixelScreenCo[3];
2663                                                                                         pixelScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * pixelScreenCo[1] / pixelScreenCo[3];
2664                                                                                         pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
2665                                                                                 }
2666                                                                                 
2667                                                                                 if ((ps->do_occlude == FALSE) ||
2668                                                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2669                                                                                 {
2670                                                                                         /* Only bother calculating the weights if we intersect */
2671                                                                                         if (ps->do_mask_normal || ps->dm_mtface_clone) {
2672 #if 1
2673                                                                                                 /* get the UV on the line since we want to copy the pixels from there for bleeding */
2674                                                                                                 float uv_close[2];
2675                                                                                                 float fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
2676                                                                                                 if      (fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
2677                                                                                                 else if (fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
2678
2679                                                                                                 if (side) {
2680                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
2681                                                                                                 }
2682                                                                                                 else {
2683                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
2684                                                                                                 }
2685 #else                                                                                   /* this is buggy with quads, don't use for now */
2686
2687                                                                                                 /* Cheat, we know where we are along the edge so work out the weights from that */
2688                                                                                                 fac = fac1 + (fac * (fac2 - fac1));
2689
2690                                                                                                 w[0] = w[1] = w[2] = 0.0;
2691                                                                                                 if (side) {
2692                                                                                                         w[fidx1 ? fidx1 - 1 : 0] = 1.0f - fac;
2693                                                                                                         w[fidx2 ? fidx2 - 1 : 0] = fac;
2694                                                                                                 }
2695                                                                                                 else {
2696                                                                                                         w[fidx1] = 1.0f - fac;
2697                                                                                                         w[fidx2] = fac;
2698                                                                                                 }
2699 #endif
2700                                                                                         }
2701                                                                                         
2702                                                                                         /* a pity we need to get the worldspace pixel location here */
2703                                                                                         if (do_clip) {
2704                                                                                                 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);
2705                                                                                                 else      interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
2706
2707                                                                                                 if (ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2708                                                                                                         continue; /* Watch out that no code below this needs to run */
2709                                                                                                 }
2710                                                                                         }
2711                                                                                         
2712                                                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2713                                                                                         
2714                                                                                         if (mask > 0.0f) {
2715                                                                                                 BLI_linklist_prepend_arena(
2716                                                                                                         bucketPixelNodes,
2717                                                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
2718                                                                                                         arena
2719                                                                                                         );
2720                                                                                         }
2721                                                                                         
2722                                                                                 }
2723                                                                         }
2724                                                                         else if (has_x_isect) {
2725                                                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2726                                                                                 break;
2727                                                                         }
2728                                                                 }
2729                                                                 
2730 #if 0                           /* TODO - investigate why this dosnt work sometimes! it should! */
2731                                                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2732                                                                 if (has_x_isect == 0 && has_isect) {
2733                                                                         break;
2734                                                                 }
2735 #endif
2736                                                         }
2737                                                 }
2738                                         }
2739                                 }
2740                         }
2741                 }
2742         }
2743 #endif // PROJ_DEBUG_NOSEAMBLEED
2744 }
2745
2746
2747 /* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
2748 static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
2749 {
2750         /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
2751         /* 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 */
2752         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 */
2753         bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
2754         
2755         bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
2756         bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
2757         
2758         /* in case the rect is outside the mesh 2d bounds */
2759         CLAMP(bucketMin[0], 0, ps->buckets_x);
2760         CLAMP(bucketMin[1], 0, ps->buckets_y);
2761         
2762         CLAMP(bucketMax[0], 0, ps->buckets_x);
2763         CLAMP(bucketMax[1], 0, ps->buckets_y);
2764 }
2765
2766 /* set bucket_bounds to a screen space-aligned floating point bound-box */
2767 static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
2768 {
2769         bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x));     /* left */
2770         bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
2771         
2772         bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y));      /* bottom */
2773         bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height  / ps->buckets_y)); /* top */
2774 }
2775
2776 /* Fill this bucket with pixels from the faces that intersect it.
2777  * 
2778  * have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
2779 static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
2780 {
2781         LinkNode *node;
2782         int face_index, image_index = 0;
2783         ImBuf *ibuf = NULL;
2784         Image *tpage_last = NULL, *tpage;
2785         Image *ima = NULL;
2786
2787         if (ps->image_tot == 1) {
2788                 /* Simple loop, no context switching */
2789                 ibuf = ps->projImages[0].ibuf;
2790                 ima = ps->projImages[0].ima;
2791
2792                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2793                         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);
2794                 }
2795         }
2796         else {
2797                 
2798                 /* More complicated loop, switch between images */
2799                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2800                         face_index = GET_INT_FROM_POINTER(node->link);
2801                                 
2802                         /* Image context switching */
2803                         tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
2804                         if (tpage_last != tpage) {
2805                                 tpage_last = tpage;
2806
2807                                 for (image_index = 0; image_index < ps->image_tot; image_index++) {
2808                                         if (ps->projImages[image_index].ima == tpage_last) {
2809                                                 ibuf = ps->projImages[image_index].ibuf;
2810                                                 ima = ps->projImages[image_index].ima;
2811                                                 break;
2812                                         }
2813                                 }
2814                         }
2815                         /* context switching done */
2816                         
2817                         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);
2818                 }
2819         }
2820         
2821         ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
2822 }
2823
2824
2825 /* We want to know if a bucket and a face overlap in screen-space
2826  * 
2827  * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
2828  * calculated when it might not be needed later, (at the moment at least)
2829  * obviously it shouldn't have bugs though */
2830
2831 static int project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
2832 {
2833         /* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
2834         rctf bucket_bounds;
2835         float p1[2], p2[2], p3[2], p4[2];
2836         float *v, *v1, *v2, *v3, *v4 = NULL;
2837         int fidx;
2838         
2839         project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
2840         
2841         /* Is one of the faces verts in the bucket bounds? */
2842         
2843         fidx = mf->v4 ? 3 : 2;
2844         do {
2845                 v = ps->screenCoords[(*(&mf->v1 + fidx))];
2846                 if (BLI_rctf_isect_pt_v(&bucket_bounds, v)) {
2847                         return 1;
2848                 }
2849         } while (fidx--);
2850         
2851         v1 = ps->screenCoords[mf->v1];
2852         v2 = ps->screenCoords[mf->v2];
2853         v3 = ps->screenCoords[mf->v3];