Merging r49534 through r49573 from trunk into soc-2011-tomato
[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 "paint_intern.h"
108
109 /* Defines and Structs */
110
111 #define IMAPAINT_CHAR_TO_FLOAT(c) ((c) / 255.0f)
112
113 #define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f)  {                                   \
114         (c)[0]= FTOCHAR((f)[0]);                                                  \
115         (c)[1]= FTOCHAR((f)[1]);                                                  \
116         (c)[2]= FTOCHAR((f)[2]);                                                  \
117 } (void)0
118 #define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f)  {                                  \
119         (c)[0]= FTOCHAR((f)[0]);                                                  \
120         (c)[1]= FTOCHAR((f)[1]);                                                  \
121         (c)[2]= FTOCHAR((f)[2]);                                                  \
122         (c)[3]= FTOCHAR((f)[3]);                                                  \
123 } (void)0
124 #define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c)  {                                   \
125         (f)[0]= IMAPAINT_CHAR_TO_FLOAT((c)[0]);                                   \
126         (f)[1]= IMAPAINT_CHAR_TO_FLOAT((c)[1]);                                   \
127         (f)[2]= IMAPAINT_CHAR_TO_FLOAT((c)[2]);                                   \
128 } (void)0
129 #define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c)  {                                  \
130         (f)[0]= IMAPAINT_CHAR_TO_FLOAT((c)[0]);                                   \
131         (f)[1]= IMAPAINT_CHAR_TO_FLOAT((c)[1]);                                   \
132         (f)[2]= IMAPAINT_CHAR_TO_FLOAT((c)[2]);                                   \
133         (f)[3]= IMAPAINT_CHAR_TO_FLOAT((c)[3]);                                   \
134 } (void)0
135
136 #define IMAPAINT_FLOAT_RGB_COPY(a, b) copy_v3_v3(a, b)
137
138 #define IMAPAINT_TILE_BITS          6
139 #define IMAPAINT_TILE_SIZE          (1 << IMAPAINT_TILE_BITS)
140 #define IMAPAINT_TILE_NUMBER(size)  (((size) + IMAPAINT_TILE_SIZE - 1) >> IMAPAINT_TILE_BITS)
141
142 static void imapaint_image_update(SpaceImage *sima, Image *image, ImBuf *ibuf, short texpaint);
143
144
145 typedef struct ImagePaintState {
146         SpaceImage *sima;
147         View2D *v2d;
148         Scene *scene;
149         bScreen *screen;
150
151         Brush *brush;
152         short tool, blend;
153         Image *image;
154         ImBuf *canvas;
155         ImBuf *clonecanvas;
156         short clonefreefloat;
157         char *warnpackedfile;
158         char *warnmultifile;
159
160         /* viewport texture paint only, but _not_ project paint */
161         Object *ob;
162         int faceindex;
163         float uv[2];
164         int do_facesel;
165
166         DerivedMesh    *dm;
167         int             dm_totface;
168         int             dm_release;
169
170         MFace          *dm_mface;
171         MTFace         *dm_mtface;
172 } ImagePaintState;
173
174 typedef struct ImagePaintPartialRedraw {
175         int x1, y1, x2, y2;
176         int enabled;
177 } ImagePaintPartialRedraw;
178
179 typedef struct ImagePaintRegion {
180         int destx, desty;
181         int srcx, srcy;
182         int width, height;
183 } ImagePaintRegion;
184
185 /* ProjectionPaint defines */
186
187 /* approx the number of buckets to have under the brush,
188  * used with the brush size to set the ps->buckets_x and ps->buckets_y value.
189  * 
190  * When 3 - a brush should have ~9 buckets under it at once
191  * ...this helps for threading while painting as well as
192  * avoiding initializing pixels that wont touch the brush */
193 #define PROJ_BUCKET_BRUSH_DIV 4
194
195 #define PROJ_BUCKET_RECT_MIN 4
196 #define PROJ_BUCKET_RECT_MAX 256
197
198 #define PROJ_BOUNDBOX_DIV 8
199 #define PROJ_BOUNDBOX_SQUARED  (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
200
201 //#define PROJ_DEBUG_PAINT 1
202 //#define PROJ_DEBUG_NOSEAMBLEED 1
203 //#define PROJ_DEBUG_PRINT_CLIP 1
204 #define PROJ_DEBUG_WINCLIP 1
205
206 /* projectFaceSeamFlags options */
207 //#define PROJ_FACE_IGNORE      (1<<0)  /* When the face is hidden, backfacing or occluded */
208 //#define PROJ_FACE_INIT        (1<<1)  /* When we have initialized the faces data */
209 #define PROJ_FACE_SEAM1 (1 << 0)  /* If this face has a seam on any of its edges */
210 #define PROJ_FACE_SEAM2 (1 << 1)
211 #define PROJ_FACE_SEAM3 (1 << 2)
212 #define PROJ_FACE_SEAM4 (1 << 3)
213
214 #define PROJ_FACE_NOSEAM1   (1 << 4)
215 #define PROJ_FACE_NOSEAM2   (1 << 5)
216 #define PROJ_FACE_NOSEAM3   (1 << 6)
217 #define PROJ_FACE_NOSEAM4   (1 << 7)
218
219 #define PROJ_SRC_VIEW       1
220 #define PROJ_SRC_IMAGE_CAM  2
221 #define PROJ_SRC_IMAGE_VIEW 3
222
223 #define PROJ_VIEW_DATA_ID "view_data"
224 #define PROJ_VIEW_DATA_SIZE (4 * 4 + 4 * 4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
225
226
227 /* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
228  * as this number approaches  1.0f the likelihood increases of float precision errors where
229  * it is occluded by an adjacent face */
230 #define PROJ_FACE_SCALE_SEAM    0.99f
231
232 #define PROJ_BUCKET_NULL        0
233 #define PROJ_BUCKET_INIT        (1 << 0)
234 // #define PROJ_BUCKET_CLONE_INIT       (1<<1)
235
236 /* used for testing doubles, if a point is on a line etc */
237 #define PROJ_GEOM_TOLERANCE 0.00075f
238
239 /* vert flags */
240 #define PROJ_VERT_CULL 1
241
242 #define PI_80_DEG ((M_PI_2 / 9) * 8)
243
244 /* This is mainly a convenience struct used so we can keep an array of images we use
245  * Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
246  * because 'partRedrawRect' and 'touch' values would not be thread safe */
247 typedef struct ProjPaintImage {
248         Image *ima;
249         ImBuf *ibuf;
250         ImagePaintPartialRedraw *partRedrawRect;
251         void **undoRect; /* only used to build undo tiles after painting */
252         int touch;
253 } ProjPaintImage;
254
255 /* Main projection painting struct passed to all projection painting functions */
256 typedef struct ProjPaintState {
257         View3D *v3d;
258         RegionView3D *rv3d;
259         ARegion *ar;
260         Scene *scene;
261         int source; /* PROJ_SRC_**** */
262
263         Brush *brush;
264         short tool, blend;
265         Object *ob;
266         /* end similarities with ImagePaintState */
267         
268         DerivedMesh    *dm;
269         int dm_totface;
270         int dm_totvert;
271         int dm_release;
272
273         MVert          *dm_mvert;
274         MFace          *dm_mface;
275         MTFace         *dm_mtface;
276         MTFace         *dm_mtface_clone;    /* other UV map, use for cloning between layers */
277         MTFace         *dm_mtface_stencil;
278         
279         /* projection painting only */
280         MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
281         LinkNode **bucketRect;              /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
282         LinkNode **bucketFaces;             /* bucketRect aligned array linkList of faces overlapping each bucket */
283         unsigned char *bucketFlags;         /* store if the bucks have been initialized  */
284 #ifndef PROJ_DEBUG_NOSEAMBLEED
285         char *faceSeamFlags;                /* store info about faces, if they are initialized etc*/
286         float (*faceSeamUVs)[4][2];         /* expanded UVs for faces to use as seams */
287         LinkNode **vertFaces;               /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
288 #endif
289         char *vertFlags;                    /* store options per vert, now only store if the vert is pointing away from the view */
290         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 */
291         int buckets_y;
292         
293         ProjPaintImage *projImages;
294         
295         int image_tot;              /* size of projectImages array */
296         
297         float (*screenCoords)[4];   /* verts projected into floating point screen space */
298         
299         float screenMin[2];         /* 2D bounds for mesh verts on the screen's plane (screenspace) */
300         float screenMax[2]; 
301         float screen_width;         /* Calculated from screenMin & screenMax */
302         float screen_height;
303         int winx, winy;             /* from the carea or from the projection render */
304         
305         /* options for projection painting */
306         int do_layer_clone;
307         int do_layer_stencil;
308         int do_layer_stencil_inv;
309         
310         short do_occlude;               /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
311         short do_backfacecull;          /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
312         short do_mask_normal;           /* mask out pixels based on their normals */
313         short do_new_shading_nodes;     /* cache BKE_scene_use_new_shading_nodes value */
314         float normal_angle;             /* what angle to mask at*/
315         float normal_angle_inner;
316         float normal_angle_range;       /* difference between normal_angle and normal_angle_inner, for easy access */
317         
318         short is_ortho;
319         short is_airbrush;              /* only to avoid using (ps.brush->flag & BRUSH_AIRBRUSH) */
320         short is_texbrush;              /* only to avoid running  */
321 #ifndef PROJ_DEBUG_NOSEAMBLEED
322         float seam_bleed_px;
323 #endif
324         /* clone vars */
325         float cloneOffset[2];
326         
327         float projectMat[4][4];     /* Projection matrix, use for getting screen coords */
328         float viewDir[3];           /* View vector, use for do_backfacecull and for ray casting with an ortho viewport  */
329         float viewPos[3];           /* View location in object relative 3D space, so can compare to verts  */
330         float clipsta, clipend;
331         
332         /* reproject vars */
333         Image *reproject_image;
334         ImBuf *reproject_ibuf;
335
336
337         /* threads */
338         int thread_tot;
339         int bucketMin[2];
340         int bucketMax[2];
341         int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
342 } ProjPaintState;
343
344 typedef union pixelPointer {
345         float *f_pt;            /* float buffer */
346         unsigned int *uint_pt; /* 2 ways to access a char buffer */
347         unsigned char *ch_pt;
348 } PixelPointer;
349
350 typedef union pixelStore {
351         unsigned char ch[4];
352         unsigned int uint;
353         float f[4];
354 } PixelStore;
355
356 typedef struct ProjPixel {
357         float projCoSS[2]; /* the floating point screen projection of this pixel */
358         
359         /* Only used when the airbrush is disabled.
360          * Store the max mask value to avoid painting over an area with a lower opacity
361          * with an advantage that we can avoid touching the pixel at all, if the 
362          * new mask value is lower then mask_max */
363         unsigned short mask_max;
364         
365         /* for various reasons we may want to mask out painting onto this pixel */
366         unsigned short mask;
367         
368         short x_px, y_px;
369         
370         PixelStore origColor;
371         PixelStore newColor;
372         PixelPointer pixel;
373         
374         short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */
375         unsigned char bb_cell_index;
376 } ProjPixel;
377
378 typedef struct ProjPixelClone {
379         struct ProjPixel __pp;
380         PixelStore clonepx;
381 } ProjPixelClone;
382
383 /* Finish projection painting structs */
384
385 typedef struct UndoImageTile {
386         struct UndoImageTile *next, *prev;
387
388         char idname[MAX_ID_NAME];  /* name instead of pointer*/
389         char ibufname[IB_FILENAME_SIZE];
390
391         void *rect;
392         int x, y;
393
394         short source, use_float;
395         char gen_type;
396 } UndoImageTile;
397
398 static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0};
399
400 /* UNDO */
401
402 static void undo_copy_tile(UndoImageTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int restore)
403 {
404         /* copy or swap contents of tile->rect and region in ibuf->rect */
405         IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x * IMAPAINT_TILE_SIZE,
406                     tile->y * IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
407
408         if (ibuf->rect_float) {
409                 SWAP(void *, tmpibuf->rect_float, tile->rect);
410         }
411         else {
412                 SWAP(void *, tmpibuf->rect, tile->rect);
413         }
414         
415         if (restore)
416                 IMB_rectcpy(ibuf, tmpibuf, tile->x * IMAPAINT_TILE_SIZE,
417                             tile->y * IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
418 }
419
420 static void *image_undo_push_tile(Image *ima, ImBuf *ibuf, ImBuf **tmpibuf, int x_tile, int y_tile)
421 {
422         ListBase *lb = undo_paint_push_get_list(UNDO_PAINT_IMAGE);
423         UndoImageTile *tile;
424         int allocsize;
425         short use_float = ibuf->rect_float ? 1 : 0;
426
427         for (tile = lb->first; tile; tile = tile->next)
428                 if (tile->x == x_tile && tile->y == y_tile && ima->gen_type == tile->gen_type && ima->source == tile->source)
429                         if (tile->use_float == use_float)
430                                 if (strcmp(tile->idname, ima->id.name) == 0 && strcmp(tile->ibufname, ibuf->name) == 0)
431                                         return tile->rect;
432         
433         if (*tmpibuf == NULL)
434                 *tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32, IB_rectfloat | IB_rect);
435         
436         tile = MEM_callocN(sizeof(UndoImageTile), "UndoImageTile");
437         BLI_strncpy(tile->idname, ima->id.name, sizeof(tile->idname));
438         tile->x = x_tile;
439         tile->y = y_tile;
440
441         allocsize = IMAPAINT_TILE_SIZE * IMAPAINT_TILE_SIZE * 4;
442         allocsize *= (ibuf->rect_float) ? sizeof(float) : sizeof(char);
443         tile->rect = MEM_mapallocN(allocsize, "UndeImageTile.rect");
444
445         BLI_strncpy(tile->ibufname, ibuf->name, sizeof(tile->ibufname));
446
447         tile->gen_type = ima->gen_type;
448         tile->source = ima->source;
449         tile->use_float = use_float;
450
451         undo_copy_tile(tile, *tmpibuf, ibuf, 0);
452         undo_paint_push_count_alloc(UNDO_PAINT_IMAGE, allocsize);
453
454         BLI_addtail(lb, tile);
455         
456         return tile->rect;
457 }
458
459 static void image_undo_restore(bContext *C, ListBase *lb)
460 {
461         Main *bmain = CTX_data_main(C);
462         Image *ima = NULL;
463         ImBuf *ibuf, *tmpibuf;
464         UndoImageTile *tile;
465
466         tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
467                                  IB_rectfloat | IB_rect);
468         
469         for (tile = lb->first; tile; tile = tile->next) {
470                 short use_float;
471
472                 /* find image based on name, pointer becomes invalid with global undo */
473                 if (ima && strcmp(tile->idname, ima->id.name) == 0) {
474                         /* ima is valid */
475                 }
476                 else {
477                         ima = BLI_findstring(&bmain->image, tile->idname, offsetof(ID, name));
478                 }
479
480                 ibuf = BKE_image_get_ibuf(ima, NULL);
481
482                 if (ima && ibuf && strcmp(tile->ibufname, ibuf->name) != 0) {
483                         /* current ImBuf filename was changed, probably current frame
484                          * was changed when paiting on image sequence, rather than storing
485                          * full image user (which isn't so obvious, btw) try to find ImBuf with
486                          * matched file name in list of already loaded images */
487
488                         ibuf = BLI_findstring(&ima->ibufs, tile->ibufname, offsetof(ImBuf, name));
489                 }
490
491                 if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float))
492                         continue;
493
494                 if (ima->gen_type != tile->gen_type || ima->source != tile->source)
495                         continue;
496
497                 use_float = ibuf->rect_float ? 1 : 0;
498
499                 if (use_float != tile->use_float)
500                         continue;
501
502                 undo_copy_tile(tile, tmpibuf, ibuf, 1);
503
504                 GPU_free_image(ima); /* force OpenGL reload */
505                 if (ibuf->rect_float)
506                         ibuf->userflags |= IB_RECT_INVALID; /* force recreate of char rect */
507                 if (ibuf->mipmap[0])
508                         ibuf->userflags |= IB_MIPMAP_INVALID;  /* force mipmap recreatiom */
509
510         }
511
512         IMB_freeImBuf(tmpibuf);
513 }
514
515 static void image_undo_free(ListBase *lb)
516 {
517         UndoImageTile *tile;
518
519         for (tile = lb->first; tile; tile = tile->next)
520                 MEM_freeN(tile->rect);
521 }
522
523 /* get active image for face depending on old/new shading system */
524
525 static Image *imapaint_face_image(const ImagePaintState *s, int face_index)
526 {
527         Image *ima;
528
529         if (BKE_scene_use_new_shading_nodes(s->scene)) {
530                 MFace *mf = &s->dm_mface[face_index];
531                 ED_object_get_active_image(s->ob, mf->mat_nr + 1, &ima, NULL, NULL);
532         }
533         else {
534                 MTFace *tf = &s->dm_mtface[face_index];
535                 ima = tf->tpage;
536         }
537
538         return ima;
539 }
540
541 static Image *project_paint_face_image(const ProjPaintState *ps, MTFace *dm_mtface, int face_index)
542 {
543         Image *ima;
544
545         if (ps->do_new_shading_nodes) { /* cached BKE_scene_use_new_shading_nodes result */
546                 MFace *mf = ps->dm_mface + face_index;
547                 ED_object_get_active_image(ps->ob, mf->mat_nr + 1, &ima, NULL, NULL);
548         }
549         else {
550                 ima = dm_mtface[face_index].tpage;
551         }
552
553         return ima;
554 }
555
556 /* fast projection bucket array lookup, use the safe version for bound checking  */
557 static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
558 {
559         /* If we were not dealing with screenspace 2D coords we could simple do...
560          * ps->bucketRect[x + (y*ps->buckets_y)] */
561         
562         /* please explain?
563          * projCoSS[0] - ps->screenMin[0]   : zero origin
564          * ... / ps->screen_width           : range from 0.0 to 1.0
565          * ... * ps->buckets_x              : use as a bucket index
566          *
567          * Second multiplication does similar but for vertical offset
568          */
569         return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width)  * ps->buckets_x)) +
570                (((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
571 }
572
573 static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
574 {
575         int bucket_index = project_bucket_offset(ps, projCoSS);
576         
577         if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
578                 return -1;
579         }
580         else {
581                 return bucket_index;
582         }
583 }
584
585 /* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
586 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])
587 {
588         float wtot_inv, wtot;
589
590         w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
591         w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
592         w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
593         wtot = w[0] + w[1] + w[2];
594
595         if (wtot != 0.0f) {
596                 wtot_inv = 1.0f / wtot;
597
598                 w[0] = w[0] * wtot_inv;
599                 w[1] = w[1] * wtot_inv;
600                 w[2] = w[2] * wtot_inv;
601         }
602         else /* dummy values for zero area face */
603                 w[0] = w[1] = w[2] = 1.0f / 3.0f;
604 }
605
606 static float VecZDepthOrtho(const float pt[2],
607                             const float v1[3], const float v2[3], const float v3[3],
608                             float w[3])
609 {
610         barycentric_weights_v2(v1, v2, v3, pt, w);
611         return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
612 }
613
614 static float VecZDepthPersp(const float pt[2],
615                             const float v1[4], const float v2[4], const float v3[4],
616                             float w[3])
617 {
618         float wtot_inv, wtot;
619         float w_tmp[3];
620
621         barycentric_weights_v2_persp(v1, v2, v3, pt, w);
622         /* for the depth we need the weights to match what
623          * barycentric_weights_v2 would return, in this case its easiest just to
624          * undo the 4th axis division and make it unit-sum
625          *
626          * don't call barycentric_weights_v2() becaue our callers expect 'w'
627          * to be weighted from the perspective */
628         w_tmp[0] = w[0] * v1[3];
629         w_tmp[1] = w[1] * v2[3];
630         w_tmp[2] = w[2] * v3[3];
631
632         wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
633
634         if (wtot != 0.0f) {
635                 wtot_inv = 1.0f / wtot;
636
637                 w_tmp[0] = w_tmp[0] * wtot_inv;
638                 w_tmp[1] = w_tmp[1] * wtot_inv;
639                 w_tmp[2] = w_tmp[2] * wtot_inv;
640         }
641         else /* dummy values for zero area face */
642                 w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
643         /* done mimicing barycentric_weights_v2() */
644
645         return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
646 }
647
648
649 /* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
650 static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side)
651 {
652         LinkNode *node;
653         float w_tmp[3];
654         float *v1, *v2, *v3, *v4;
655         int bucket_index;
656         int face_index;
657         int best_side = -1;
658         int best_face_index = -1;
659         float z_depth_best = FLT_MAX, z_depth;
660         MFace *mf;
661         
662         bucket_index = project_bucket_offset_safe(ps, pt);
663         if (bucket_index == -1)
664                 return -1;
665         
666         
667         
668         /* we could return 0 for 1 face buckets, as long as this function assumes
669          * that the point its testing is only every originated from an existing face */
670         
671         for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
672                 face_index = GET_INT_FROM_POINTER(node->link);
673                 mf = ps->dm_mface + face_index;
674                 
675                 v1 = ps->screenCoords[mf->v1];
676                 v2 = ps->screenCoords[mf->v2];
677                 v3 = ps->screenCoords[mf->v3];
678                 
679                 if (isect_point_tri_v2(pt, v1, v2, v3)) {
680                         if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
681                         else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
682                         
683                         if (z_depth < z_depth_best) {
684                                 best_face_index = face_index;
685                                 best_side = 0;
686                                 z_depth_best = z_depth;
687                                 copy_v3_v3(w, w_tmp);
688                         }
689                 }
690                 else if (mf->v4) {
691                         v4 = ps->screenCoords[mf->v4];
692                         
693                         if (isect_point_tri_v2(pt, v1, v3, v4)) {
694                                 if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
695                                 else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
696
697                                 if (z_depth < z_depth_best) {
698                                         best_face_index = face_index;
699                                         best_side = 1;
700                                         z_depth_best = z_depth;
701                                         copy_v3_v3(w, w_tmp);
702                                 }
703                         }
704                 }
705         }
706         
707         *side = best_side;
708         return best_face_index; /* will be -1 or a valid face */
709 }
710
711 /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
712 static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
713 {
714         /* use */
715         *x = (float)fmodf(uv[0], 1.0f);
716         *y = (float)fmodf(uv[1], 1.0f);
717         
718         if (*x < 0.0f) *x += 1.0f;
719         if (*y < 0.0f) *y += 1.0f;
720         
721         *x = *x * ibuf_x - 0.5f;
722         *y = *y * ibuf_y - 0.5f;
723 }
724
725 /* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
726 static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
727 {
728         float w[3], uv[2];
729         int side;
730         int face_index;
731         MTFace *tf;
732         Image *ima;
733         ImBuf *ibuf;
734         int xi, yi;
735         
736         
737         face_index = project_paint_PickFace(ps, pt, w, &side);
738         
739         if (face_index == -1)
740                 return 0;
741         
742         tf = ps->dm_mtface + face_index;
743         
744         if (side == 0) {
745                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
746         }
747         else { /* QUAD */
748                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
749         }
750
751         ima = project_paint_face_image(ps, ps->dm_mtface, face_index);
752         ibuf = ima->ibufs.first; /* we must have got the imbuf before getting here */
753         if (!ibuf) return 0;
754         
755         if (interp) {
756                 float x, y;
757                 uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
758                 
759                 if (ibuf->rect_float) {
760                         if (rgba_fp) {
761                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
762                         }
763                         else {
764                                 float rgba_tmp_f[4];
765                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
766                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
767                         }
768                 }
769                 else {
770                         if (rgba) {
771                                 bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
772                         }
773                         else {
774                                 unsigned char rgba_tmp[4];
775                                 bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
776                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
777                         }
778                 }
779         }
780         else {
781                 //xi = (int)((uv[0]*ibuf->x) + 0.5f);
782                 //yi = (int)((uv[1]*ibuf->y) + 0.5f);
783                 //if (xi<0 || xi>=ibuf->x  ||  yi<0 || yi>=ibuf->y) return 0;
784                 
785                 /* wrap */
786                 xi = ((int)(uv[0] * ibuf->x)) % ibuf->x;
787                 if (xi < 0) xi += ibuf->x;
788                 yi = ((int)(uv[1] * ibuf->y)) % ibuf->y;
789                 if (yi < 0) yi += ibuf->y;
790                 
791                 
792                 if (rgba) {
793                         if (ibuf->rect_float) {
794                                 float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
795                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
796                         }
797                         else {
798                                 *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
799                         }
800                 }
801                 
802                 if (rgba_fp) {
803                         if (ibuf->rect_float) {
804                                 copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
805                         }
806                         else {
807                                 char *tmp_ch = ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
808                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
809                         }
810                 }
811         }
812         return 1;
813 }
814
815 /* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
816  * return...
817  *  0   : no occlusion
818  * -1   : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
819  *  1   : occluded
820  *  2   : occluded with w[3] weights set (need to know in some cases) */
821
822 static int project_paint_occlude_ptv(float pt[3], float v1[4], float v2[4], float v3[4], float w[3], int is_ortho)
823 {
824         /* if all are behind us, return false */
825         if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
826                 return 0;
827                 
828         /* do a 2D point in try intersection */
829         if (!isect_point_tri_v2(pt, v1, v2, v3))
830                 return 0;  /* we know there is  */
831         
832
833         /* From here on we know there IS an intersection */
834         /* if ALL of the verts are infront of us then we know it intersects ? */
835         if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
836                 return 1;
837         }
838         else {
839                 /* we intersect? - find the exact depth at the point of intersection */
840                 /* Is this point is occluded by another face? */
841                 if (is_ortho) {
842                         if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
843                 }
844                 else {
845                         if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
846                 }
847         }
848         return -1;
849 }
850
851
852 static int project_paint_occlude_ptv_clip(const ProjPaintState *ps, const MFace *mf,
853                                           float pt[3], float v1[4], float v2[4], float v3[4],
854                                           const int side)
855 {
856         float w[3], wco[3];
857         int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
858
859         if (ret <= 0)
860                 return ret;
861
862         if (ret == 1) { /* weights not calculated */
863                 if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
864                 else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
865         }
866
867         /* Test if we're in the clipped area, */
868         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);
869         else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
870         
871         if (!ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
872                 return 1;
873         }
874         
875         return -1;
876 }
877
878
879 /* Check if a screenspace location is occluded by any other faces
880  * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
881  * and dosn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
882 static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
883 {
884         MFace *mf;
885         int face_index;
886         int isect_ret;
887         float w[3]; /* not needed when clipping */
888         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
889         
890         /* we could return 0 for 1 face buckets, as long as this function assumes
891          * that the point its testing is only every originated from an existing face */
892
893         for (; bucketFace; bucketFace = bucketFace->next) {
894                 face_index = GET_INT_FROM_POINTER(bucketFace->link);
895
896                 if (orig_face != face_index) {
897                         mf = ps->dm_mface + face_index;
898                         if (do_clip)
899                                 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
900                         else
901                                 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
902
903                         /* Note, if isect_ret==-1 then we don't want to test the other side of the quad */
904                         if (isect_ret == 0 && mf->v4) {
905                                 if (do_clip)
906                                         isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
907                                 else
908                                         isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
909                         }
910                         if (isect_ret >= 1) {
911                                 /* TODO - we may want to cache the first hit,
912                                  * it is not possible to swap the face order in the list anymore */
913                                 return 1;
914                         }
915                 }
916         }
917         return 0;
918 }
919
920 /* basic line intersection, could move to math_geom.c, 2 points with a horiz line
921  * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
922 #define ISECT_TRUE 1
923 #define ISECT_TRUE_P1 2
924 #define ISECT_TRUE_P2 3
925 static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
926 {
927         float y_diff;
928         
929         if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
930                 *x_isect = p1[0];
931                 return ISECT_TRUE_P1;
932         }
933         if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
934                 *x_isect = p2[0];
935                 return ISECT_TRUE_P2;
936         }
937         
938         y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
939         
940         if (y_diff < 0.000001f) {
941                 *x_isect = (p1[0] + p2[0]) * 0.5f;
942                 return ISECT_TRUE;              
943         }
944         
945         if (p1[1] > y_level && p2[1] < y_level) {
946                 *x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff;  /*(p1[1]-p2[1]);*/
947                 return ISECT_TRUE;
948         }
949         else if (p1[1] < y_level && p2[1] > y_level) {
950                 *x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff;  /*(p2[1]-p1[1]);*/
951                 return ISECT_TRUE;
952         }
953         else {
954                 return 0;
955         }
956 }
957
958 static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
959 {
960         float x_diff;
961         
962         if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
963                 *y_isect = p1[1];
964                 return ISECT_TRUE_P1;
965         }
966         if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
967                 *y_isect = p2[1];
968                 return ISECT_TRUE_P2;
969         }
970         
971         x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
972         
973         if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
974                 *y_isect = (p1[0] + p2[0]) * 0.5f;
975                 return ISECT_TRUE;              
976         }
977         
978         if (p1[0] > x_level && p2[0] < x_level) {
979                 *y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
980                 return ISECT_TRUE;
981         }
982         else if (p1[0] < x_level && p2[0] > x_level) {
983                 *y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
984                 return ISECT_TRUE;
985         }
986         else {
987                 return 0;
988         }
989 }
990
991 /* simple func use for comparing UV locations to check if there are seams.
992  * Its possible this gives incorrect results, when the UVs for 1 face go into the next 
993  * tile, but do not do this for the adjacent face, it could return a false positive.
994  * This is so unlikely that Id not worry about it. */
995 #ifndef PROJ_DEBUG_NOSEAMBLEED
996 static int cmp_uv(const float vec2a[2], const float vec2b[2])
997 {
998         /* if the UV's are not between 0.0 and 1.0 */
999         float xa = (float)fmodf(vec2a[0], 1.0f);
1000         float ya = (float)fmodf(vec2a[1], 1.0f);
1001         
1002         float xb = (float)fmodf(vec2b[0], 1.0f);
1003         float yb = (float)fmodf(vec2b[1], 1.0f);        
1004         
1005         if (xa < 0.0f) xa += 1.0f;
1006         if (ya < 0.0f) ya += 1.0f;
1007         
1008         if (xb < 0.0f) xb += 1.0f;
1009         if (yb < 0.0f) yb += 1.0f;
1010         
1011         return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
1012 }
1013 #endif
1014
1015 /* set min_px and max_px to the image space bounds of the UV coords 
1016  * return zero if there is no area in the returned rectangle */
1017 #ifndef PROJ_DEBUG_NOSEAMBLEED
1018 static int pixel_bounds_uv(
1019         const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
1020         rcti *bounds_px,
1021         const int ibuf_x, const int ibuf_y,
1022         int is_quad
1023         )
1024 {
1025         float min_uv[2], max_uv[2]; /* UV bounds */
1026         
1027         INIT_MINMAX2(min_uv, max_uv);
1028         
1029         DO_MINMAX2(uv1, min_uv, max_uv);
1030         DO_MINMAX2(uv2, min_uv, max_uv);
1031         DO_MINMAX2(uv3, min_uv, max_uv);
1032         if (is_quad)
1033                 DO_MINMAX2(uv4, min_uv, max_uv);
1034         
1035         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
1036         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
1037         
1038         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
1039         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
1040         
1041         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
1042         
1043         /* face uses no UV area when quantized to pixels? */
1044         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
1045 }
1046 #endif
1047
1048 static int pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
1049 {
1050         float min_uv[2], max_uv[2]; /* UV bounds */
1051         
1052         if (tot == 0) {
1053                 return 0;
1054         }
1055         
1056         INIT_MINMAX2(min_uv, max_uv);
1057         
1058         while (tot--) {
1059                 DO_MINMAX2((*uv), min_uv, max_uv);
1060                 uv++;
1061         }
1062         
1063         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
1064         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
1065         
1066         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
1067         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
1068         
1069         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
1070         
1071         /* face uses no UV area when quantized to pixels? */
1072         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
1073 }
1074
1075 #ifndef PROJ_DEBUG_NOSEAMBLEED
1076
1077 /* This function returns 1 if this face has a seam along the 2 face-vert indices
1078  * 'orig_i1_fidx' and 'orig_i2_fidx' */
1079 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)
1080 {
1081         LinkNode *node;
1082         int face_index;
1083         unsigned int i1, i2;
1084         int i1_fidx = -1, i2_fidx = -1; /* index in face */
1085         MFace *mf;
1086         MTFace *tf;
1087         const MFace *orig_mf = ps->dm_mface + orig_face;  
1088         const MTFace *orig_tf = ps->dm_mtface + orig_face;
1089         
1090         /* vert indices from face vert order indices */
1091         i1 = (*(&orig_mf->v1 + orig_i1_fidx));
1092         i2 = (*(&orig_mf->v1 + orig_i2_fidx));
1093         
1094         for (node = ps->vertFaces[i1]; node; node = node->next) {
1095                 face_index = GET_INT_FROM_POINTER(node->link);
1096
1097                 if (face_index != orig_face) {
1098                         mf = ps->dm_mface + face_index;
1099                         /* could check if the 2 faces images match here,
1100                          * but then there wouldn't be a way to return the opposite face's info */
1101                         
1102                         
1103                         /* We need to know the order of the verts in the adjacent face 
1104                          * set the i1_fidx and i2_fidx to (0,1,2,3) */
1105                         if      (mf->v1 == i1) i1_fidx = 0;
1106                         else if (mf->v2 == i1) i1_fidx = 1;
1107                         else if (mf->v3 == i1) i1_fidx = 2;
1108                         else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
1109
1110                         if      (mf->v1 == i2) i2_fidx = 0;
1111                         else if (mf->v2 == i2) i2_fidx = 1;
1112                         else if (mf->v3 == i2) i2_fidx = 2;
1113                         else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
1114                         
1115                         /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
1116                         if (i2_fidx != -1) {
1117                                 Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
1118                                 Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
1119
1120                                 /* This IS an adjacent face!, now lets check if the UVs are ok */
1121                                 tf = ps->dm_mtface + face_index;
1122                                 
1123                                 /* set up the other face */
1124                                 *other_face = face_index;
1125                                 *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
1126                                 
1127                                 /* first test if they have the same image */
1128                                 if ((orig_tpage == tpage) &&
1129                                     cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
1130                                     cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
1131                                 {
1132                                         // printf("SEAM (NONE)\n");
1133                                         return 0;
1134                                         
1135                                 }
1136                                 else {
1137                                         // printf("SEAM (UV GAP)\n");
1138                                         return 1;
1139                                 }
1140                         }
1141                 }
1142         }
1143         // printf("SEAM (NO FACE)\n");
1144         *other_face = -1;
1145         return 1;
1146 }
1147
1148 /* Calculate outset UV's, this is not the same as simply scaling the UVs,
1149  * since the outset coords are a margin that keep an even distance from the original UV's,
1150  * note that the image aspect is taken into account */
1151 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)
1152 {
1153         float a1, a2, a3, a4 = 0.0f;
1154         float puv[4][2]; /* pixelspace uv's */
1155         float no1[2], no2[2], no3[2], no4[2]; /* normals */
1156         float dir1[2], dir2[2], dir3[2], dir4[2];
1157         float ibuf_inv[2];
1158
1159         ibuf_inv[0] = 1.0f / (float)ibuf_x;
1160         ibuf_inv[1] = 1.0f / (float)ibuf_y;
1161
1162         /* make UV's in pixel space so we can */
1163         puv[0][0] = orig_uv[0][0] * ibuf_x;
1164         puv[0][1] = orig_uv[0][1] * ibuf_y;
1165         
1166         puv[1][0] = orig_uv[1][0] * ibuf_x;
1167         puv[1][1] = orig_uv[1][1] * ibuf_y;
1168         
1169         puv[2][0] = orig_uv[2][0] * ibuf_x;
1170         puv[2][1] = orig_uv[2][1] * ibuf_y;
1171         
1172         if (is_quad) {
1173                 puv[3][0] = orig_uv[3][0] * ibuf_x;
1174                 puv[3][1] = orig_uv[3][1] * ibuf_y;
1175         }
1176         
1177         /* face edge directions */
1178         sub_v2_v2v2(dir1, puv[1], puv[0]);
1179         sub_v2_v2v2(dir2, puv[2], puv[1]);
1180         normalize_v2(dir1);
1181         normalize_v2(dir2);
1182         
1183         if (is_quad) {
1184                 sub_v2_v2v2(dir3, puv[3], puv[2]);
1185                 sub_v2_v2v2(dir4, puv[0], puv[3]);
1186                 normalize_v2(dir3);
1187                 normalize_v2(dir4);
1188         }
1189         else {
1190                 sub_v2_v2v2(dir3, puv[0], puv[2]);
1191                 normalize_v2(dir3);
1192         }
1193
1194         /* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
1195          * This is incorrect. Its already given radians but without it wont work.
1196          * need to look into a fix - campbell */
1197         if (is_quad) {
1198                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI / 180.0f));
1199                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1200                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1201                 a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI / 180.0f));
1202         }
1203         else {
1204                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI / 180.0f));
1205                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1206                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1207         }
1208         
1209         if (is_quad) {
1210                 sub_v2_v2v2(no1, dir4, dir1);
1211                 sub_v2_v2v2(no2, dir1, dir2);
1212                 sub_v2_v2v2(no3, dir2, dir3);
1213                 sub_v2_v2v2(no4, dir3, dir4);
1214                 normalize_v2(no1);
1215                 normalize_v2(no2);
1216                 normalize_v2(no3);
1217                 normalize_v2(no4);
1218                 mul_v2_fl(no1, a1 * scaler);
1219                 mul_v2_fl(no2, a2 * scaler);
1220                 mul_v2_fl(no3, a3 * scaler);
1221                 mul_v2_fl(no4, a4 * scaler);
1222                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1223                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1224                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1225                 add_v2_v2v2(outset_uv[3], puv[3], no4);
1226                 mul_v2_v2(outset_uv[0], ibuf_inv);
1227                 mul_v2_v2(outset_uv[1], ibuf_inv);
1228                 mul_v2_v2(outset_uv[2], ibuf_inv);
1229                 mul_v2_v2(outset_uv[3], ibuf_inv);
1230         }
1231         else {
1232                 sub_v2_v2v2(no1, dir3, dir1);
1233                 sub_v2_v2v2(no2, dir1, dir2);
1234                 sub_v2_v2v2(no3, dir2, dir3);
1235                 normalize_v2(no1);
1236                 normalize_v2(no2);
1237                 normalize_v2(no3);
1238                 mul_v2_fl(no1, a1 * scaler);
1239                 mul_v2_fl(no2, a2 * scaler);
1240                 mul_v2_fl(no3, a3 * scaler);
1241                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1242                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1243                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1244
1245                 mul_v2_v2(outset_uv[0], ibuf_inv);
1246                 mul_v2_v2(outset_uv[1], ibuf_inv);
1247                 mul_v2_v2(outset_uv[2], ibuf_inv);
1248         }
1249 }
1250
1251 /* 
1252  * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
1253  * 1<<i - where i is (0-3) 
1254  * 
1255  * If we're multithreadng, make sure threads are locked when this is called
1256  */
1257 static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
1258 {
1259         int other_face, other_fidx; /* vars for the other face, we also set its flag */
1260         int fidx1 = is_quad ? 3 : 2;
1261         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 */
1262         
1263         do {
1264                 if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
1265                         if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
1266                                 ps->faceSeamFlags[face_index] |= 1 << fidx1;
1267                                 if (other_face != -1)
1268                                         ps->faceSeamFlags[other_face] |= 1 << other_fidx;
1269                         }
1270                         else {
1271                                 ps->faceSeamFlags[face_index] |= 16 << fidx1;
1272                                 if (other_face != -1)
1273                                         ps->faceSeamFlags[other_face] |= 16 << other_fidx;  /* second 4 bits for disabled */
1274                         }
1275                 }
1276                 
1277                 fidx2 = fidx1;
1278         } while (fidx1--);
1279 }
1280 #endif // PROJ_DEBUG_NOSEAMBLEED
1281
1282
1283 /* Converts a UV location to a 3D screenspace location
1284  * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
1285  * 
1286  * This is used for finding a pixels location in screenspace for painting */
1287 static void screen_px_from_ortho(
1288         float uv[2],
1289         float v1co[3], float v2co[3], float v3co[3],  /* Screenspace coords */
1290         float uv1co[2], float uv2co[2], float uv3co[2],
1291         float pixelScreenCo[4],
1292         float w[3])
1293 {
1294         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1295         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1296 }
1297
1298 /* same as screen_px_from_ortho except we need to take into account
1299  * the perspective W coord for each vert */
1300 static void screen_px_from_persp(
1301         float uv[2],
1302         float v1co[4], float v2co[4], float v3co[4],  /* screenspace coords */
1303         float uv1co[2], float uv2co[2], float uv3co[2],
1304         float pixelScreenCo[4],
1305         float w[3])
1306 {
1307
1308         float wtot_inv, wtot;
1309         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1310         
1311         /* re-weight from the 4th coord of each screen vert */
1312         w[0] *= v1co[3];
1313         w[1] *= v2co[3];
1314         w[2] *= v3co[3];
1315         
1316         wtot = w[0] + w[1] + w[2];
1317         
1318         if (wtot > 0.0f) {
1319                 wtot_inv = 1.0f / wtot;
1320                 w[0] *= wtot_inv;
1321                 w[1] *= wtot_inv;
1322                 w[2] *= wtot_inv;
1323         }
1324         else {
1325                 w[0] = w[1] = w[2] = 1.0f / 3.0f;  /* dummy values for zero area face */
1326         }
1327         /* done re-weighting */
1328         
1329         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1330 }
1331
1332 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])
1333 {
1334         float *uvCo1, *uvCo2, *uvCo3;
1335         float uv_other[2], x, y;
1336         
1337         uvCo1 =  (float *)tf_other->uv[0];
1338         if (side == 1) {
1339                 uvCo2 =  (float *)tf_other->uv[2];
1340                 uvCo3 =  (float *)tf_other->uv[3];
1341         }
1342         else {
1343                 uvCo2 =  (float *)tf_other->uv[1];
1344                 uvCo3 =  (float *)tf_other->uv[2];
1345         }
1346         
1347         interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float *)w);
1348         
1349         /* use */
1350         uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
1351         
1352         
1353         if (ibuf_other->rect_float) { /* from float to float */
1354                 bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
1355         }
1356         else { /* from char to float */
1357                 bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
1358         }
1359                 
1360 }
1361
1362 /* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
1363 static float project_paint_uvpixel_mask(
1364         const ProjPaintState *ps,
1365         const int face_index,
1366         const int side,
1367         const float w[3])
1368 {
1369         float mask;
1370         
1371         /* Image Mask */
1372         if (ps->do_layer_stencil) {
1373                 /* another UV maps image is masking this one's */
1374                 ImBuf *ibuf_other;
1375                 Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_stencil, face_index);
1376                 const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
1377                 
1378                 if (other_tpage && (ibuf_other = BKE_image_get_ibuf(other_tpage, NULL))) {
1379                         /* BKE_image_get_ibuf - TODO - this may be slow */
1380                         unsigned char rgba_ub[4];
1381                         float rgba_f[4];
1382                         
1383                         project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
1384                         
1385                         if (ibuf_other->rect_float) { /* from float to float */
1386                                 mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) / 3.0f) * rgba_f[3];
1387                         }
1388                         else { /* from char to float */
1389                                 mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) / (256 * 3.0f)) * (rgba_ub[3] / 256.0f);
1390                         }
1391                         
1392                         if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
1393                                 mask = (1.0f - mask);
1394
1395                         if (mask == 0.0f) {
1396                                 return 0.0f;
1397                         }
1398                 }
1399                 else {
1400                         return 0.0f;
1401                 }
1402         }
1403         else {
1404                 mask = 1.0f;
1405         }
1406         
1407         /* calculate mask */
1408         if (ps->do_mask_normal) {
1409                 MFace *mf = ps->dm_mface + face_index;
1410                 short *no1, *no2, *no3;
1411                 float no[3], angle;
1412                 no1 = ps->dm_mvert[mf->v1].no;
1413                 if (side == 1) {
1414                         no2 = ps->dm_mvert[mf->v3].no;
1415                         no3 = ps->dm_mvert[mf->v4].no;
1416                 }
1417                 else {
1418                         no2 = ps->dm_mvert[mf->v2].no;
1419                         no3 = ps->dm_mvert[mf->v3].no;
1420                 }
1421                 
1422                 no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
1423                 no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
1424                 no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
1425                 normalize_v3(no);
1426                 
1427                 /* now we can use the normal as a mask */
1428                 if (ps->is_ortho) {
1429                         angle = angle_normalized_v3v3((float *)ps->viewDir, no);
1430                 }
1431                 else {
1432                         /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
1433                         float viewDirPersp[3];
1434                         float *co1, *co2, *co3;
1435                         co1 = ps->dm_mvert[mf->v1].co;
1436                         if (side == 1) {
1437                                 co2 = ps->dm_mvert[mf->v3].co;
1438                                 co3 = ps->dm_mvert[mf->v4].co;
1439                         }
1440                         else {
1441                                 co2 = ps->dm_mvert[mf->v2].co;
1442                                 co3 = ps->dm_mvert[mf->v3].co;
1443                         }
1444
1445                         /* Get the direction from the viewPoint to the pixel and normalize */
1446                         viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
1447                         viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
1448                         viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
1449                         normalize_v3(viewDirPersp);
1450                         
1451                         angle = angle_normalized_v3v3(viewDirPersp, no);
1452                 }
1453                 
1454                 if (angle >= ps->normal_angle) {
1455                         return 0.0f; /* outsize the normal limit*/
1456                 }
1457                 else if (angle > ps->normal_angle_inner) {
1458                         mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
1459                 } /* otherwise no mask normal is needed, were within the limit */
1460         }
1461         
1462         /* This only works when the opacity dosnt change while painting, stylus pressure messes with this
1463          * so don't use it. */
1464         // if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
1465         
1466         return mask;
1467 }
1468
1469 /* run this function when we know a bucket's, face's pixel can be initialized,
1470  * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
1471 static ProjPixel *project_paint_uvpixel_init(
1472         const ProjPaintState *ps,
1473         MemArena *arena,
1474         const ImBuf *ibuf,
1475         short x_px, short y_px,
1476         const float mask,
1477         const int face_index,
1478         const int image_index,
1479         const float pixelScreenCo[4],
1480         const int side,
1481         const float w[3])
1482 {
1483         ProjPixel *projPixel;
1484         short size;
1485         
1486         /* wrap pixel location */
1487         x_px = x_px % ibuf->x;
1488         if (x_px < 0) x_px += ibuf->x;
1489         y_px = y_px % ibuf->y;
1490         if (y_px < 0) y_px += ibuf->y;
1491         
1492         if (ps->tool == PAINT_TOOL_CLONE) {
1493                 size = sizeof(ProjPixelClone);
1494         }
1495         else if (ps->tool == PAINT_TOOL_SMEAR) {
1496                 size = sizeof(ProjPixelClone);
1497         }
1498         else {
1499                 size = sizeof(ProjPixel);
1500         }
1501         
1502         projPixel = (ProjPixel *)BLI_memarena_alloc(arena, size);
1503         //memset(projPixel, 0, size);
1504         
1505         if (ibuf->rect_float) {
1506                 projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
1507                 projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];  
1508                 projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];  
1509                 projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];  
1510                 projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];  
1511         }
1512         else {
1513                 projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
1514                 projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
1515         }
1516         
1517         /* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
1518         copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
1519         
1520         projPixel->x_px = x_px;
1521         projPixel->y_px = y_px;
1522         
1523         projPixel->mask = (unsigned short)(mask * 65535);
1524         projPixel->mask_max = 0;
1525         
1526         /* which bounding box cell are we in?, needed for undo */
1527         projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
1528                                    ((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
1529         
1530         /* done with view3d_project_float inline */
1531         if (ps->tool == PAINT_TOOL_CLONE) {
1532                 if (ps->dm_mtface_clone) {
1533                         ImBuf *ibuf_other;
1534                         Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_clone, face_index);
1535                         const MTFace *tf_other = ps->dm_mtface_clone + face_index;
1536                         
1537                         if (other_tpage && (ibuf_other = BKE_image_get_ibuf(other_tpage, NULL))) {
1538                                 /* BKE_image_get_ibuf - TODO - this may be slow */
1539                                 
1540                                 if (ibuf->rect_float) {
1541                                         if (ibuf_other->rect_float) { /* from float to float */
1542                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
1543                                         }
1544                                         else { /* from char to float */
1545                                                 unsigned char rgba_ub[4];
1546                                                 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
1547                                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub);
1548                                         }
1549                                 }
1550                                 else {
1551                                         if (ibuf_other->rect_float) { /* float to char */
1552                                                 float rgba[4];
1553                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
1554                                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
1555                                         }
1556                                         else { /* char to char */
1557                                                 project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
1558                                         }
1559                                 }
1560                         }
1561                         else {
1562                                 if (ibuf->rect_float) {
1563                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
1564                                 }
1565                                 else {
1566                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
1567                                 }
1568                         }
1569                         
1570                 }
1571                 else {
1572                         float co[2];
1573                         sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
1574                         
1575                         /* no need to initialize the bucket, we're only checking buckets faces and for this
1576                          * the faces are already initialized in project_paint_delayed_face_init(...) */
1577                         if (ibuf->rect_float) {
1578                                 if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
1579                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
1580                                 }
1581                         }
1582                         else {
1583                                 if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
1584                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
1585                                 }
1586                         }
1587                 }
1588         }
1589         
1590 #ifdef PROJ_DEBUG_PAINT
1591         if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
1592         else                  projPixel->pixel.ch_pt[0] = 0;
1593 #endif
1594         projPixel->image_index = image_index;
1595         
1596         return projPixel;
1597 }
1598
1599 static int line_clip_rect2f(
1600         rctf *rect,
1601         const float l1[2], const float l2[2],
1602         float l1_clip[2], float l2_clip[2])
1603 {
1604         /* first account for horizontal, then vertical lines */
1605         /* horiz */
1606         if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) {
1607                 /* is the line out of range on its Y axis? */
1608                 if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
1609                         return 0;
1610                 }
1611                 /* line is out of range on its X axis */
1612                 if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
1613                         return 0;
1614                 }
1615                 
1616                 
1617                 if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1618                         if (BLI_in_rctf_v(rect, l1)) {
1619                                 copy_v2_v2(l1_clip, l1);
1620                                 copy_v2_v2(l2_clip, l2);
1621                                 return 1;
1622                         }
1623                         else {
1624                                 return 0;
1625                         }
1626                 }
1627                 
1628                 copy_v2_v2(l1_clip, l1);
1629                 copy_v2_v2(l2_clip, l2);
1630                 CLAMP(l1_clip[0], rect->xmin, rect->xmax);
1631                 CLAMP(l2_clip[0], rect->xmin, rect->xmax);
1632                 return 1;
1633         }
1634         else if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) {
1635                 /* is the line out of range on its X axis? */
1636                 if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
1637                         return 0;
1638                 }
1639                 
1640                 /* line is out of range on its Y axis */
1641                 if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
1642                         return 0;
1643                 }
1644                 
1645                 if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1646                         if (BLI_in_rctf_v(rect, l1)) {
1647                                 copy_v2_v2(l1_clip, l1);
1648                                 copy_v2_v2(l2_clip, l2);
1649                                 return 1;
1650                         }
1651                         else {
1652                                 return 0;
1653                         }
1654                 }
1655                 
1656                 copy_v2_v2(l1_clip, l1);
1657                 copy_v2_v2(l2_clip, l2);
1658                 CLAMP(l1_clip[1], rect->ymin, rect->ymax);
1659                 CLAMP(l2_clip[1], rect->ymin, rect->ymax);
1660                 return 1;
1661         }
1662         else {
1663                 float isect;
1664                 short ok1 = 0;
1665                 short ok2 = 0;
1666                 
1667                 /* Done with vertical lines */
1668                 
1669                 /* are either of the points inside the rectangle ? */
1670                 if (BLI_in_rctf_v(rect, l1)) {
1671                         copy_v2_v2(l1_clip, l1);
1672                         ok1 = 1;
1673                 }
1674                 
1675                 if (BLI_in_rctf_v(rect, l2)) {
1676                         copy_v2_v2(l2_clip, l2);
1677                         ok2 = 1;
1678                 }
1679                 
1680                 /* line inside rect */
1681                 if (ok1 && ok2) return 1;
1682                 
1683                 /* top/bottom */
1684                 if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1685                         if (l1[1] < l2[1]) { /* line 1 is outside */
1686                                 l1_clip[0] = isect;
1687                                 l1_clip[1] = rect->ymin;
1688                                 ok1 = 1;
1689                         }
1690                         else {
1691                                 l2_clip[0] = isect;
1692                                 l2_clip[1] = rect->ymin;
1693                                 ok2 = 2;
1694                         }
1695                 }
1696                 
1697                 if (ok1 && ok2) return 1;
1698                 
1699                 if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1700                         if (l1[1] > l2[1]) { /* line 1 is outside */
1701                                 l1_clip[0] = isect;
1702                                 l1_clip[1] = rect->ymax;
1703                                 ok1 = 1;
1704                         }
1705                         else {
1706                                 l2_clip[0] = isect;
1707                                 l2_clip[1] = rect->ymax;
1708                                 ok2 = 2;
1709                         }
1710                 }
1711                 
1712                 if (ok1 && ok2) return 1;
1713                 
1714                 /* left/right */
1715                 if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1716                         if (l1[0] < l2[0]) { /* line 1 is outside */
1717                                 l1_clip[0] = rect->xmin;
1718                                 l1_clip[1] = isect;
1719                                 ok1 = 1;
1720                         }
1721                         else {
1722                                 l2_clip[0] = rect->xmin;
1723                                 l2_clip[1] = isect;
1724                                 ok2 = 2;
1725                         }
1726                 }
1727         
1728                 if (ok1 && ok2) return 1;
1729                 
1730                 if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1731                         if (l1[0] > l2[0]) { /* line 1 is outside */
1732                                 l1_clip[0] = rect->xmax;
1733                                 l1_clip[1] = isect;
1734                                 ok1 = 1;
1735                         }
1736                         else {
1737                                 l2_clip[0] = rect->xmax;
1738                                 l2_clip[1] = isect;
1739                                 ok2 = 2;
1740                         }
1741                 }
1742                 
1743                 if (ok1 && ok2) {
1744                         return 1;
1745                 }
1746                 else {
1747                         return 0;
1748                 }
1749         }
1750 }
1751
1752
1753
1754 /* scale the quad & tri about its center
1755  * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
1756  * edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
1757 #ifndef PROJ_DEBUG_NOSEAMBLEED
1758 static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
1759 {
1760         float cent[3];
1761         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
1762         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
1763         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
1764         
1765         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1766         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1767         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1768         sub_v3_v3v3(insetCos[3], origCos[3], cent);
1769         
1770         mul_v3_fl(insetCos[0], inset);
1771         mul_v3_fl(insetCos[1], inset);
1772         mul_v3_fl(insetCos[2], inset);
1773         mul_v3_fl(insetCos[3], inset);
1774         
1775         add_v3_v3(insetCos[0], cent);
1776         add_v3_v3(insetCos[1], cent);
1777         add_v3_v3(insetCos[2], cent);
1778         add_v3_v3(insetCos[3], cent);
1779 }
1780
1781
1782 static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
1783 {
1784         float cent[3];
1785         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
1786         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
1787         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
1788         
1789         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1790         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1791         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1792         
1793         mul_v3_fl(insetCos[0], inset);
1794         mul_v3_fl(insetCos[1], inset);
1795         mul_v3_fl(insetCos[2], inset);
1796         
1797         add_v3_v3(insetCos[0], cent);
1798         add_v3_v3(insetCos[1], cent);
1799         add_v3_v3(insetCos[2], cent);
1800 }
1801 #endif //PROJ_DEBUG_NOSEAMBLEED
1802
1803 static float len_squared_v2v2_alt(const float *v1, const float v2_1, const float v2_2)
1804 {
1805         float x, y;
1806
1807         x = v1[0] - v2_1;
1808         y = v1[1] - v2_2;
1809         return x * x + y * y;
1810 }
1811
1812 /* note, use a squared value so we can use len_squared_v2v2
1813  * be sure that you have done a bounds check first or this may fail */
1814 /* only give bucket_bounds as an arg because we need it elsewhere */
1815 static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
1816 {
1817          
1818         /* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect 
1819          * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
1820          * this is even less work then an intersection test
1821          */
1822 #if 0
1823         if (BLI_in_rctf_v(bucket_bounds, cent))
1824                 return 1;
1825 #endif
1826         
1827         if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
1828             (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
1829         {
1830                 return 1;
1831         }
1832         
1833         /* out of bounds left */
1834         if (cent[0] < bucket_bounds->xmin) {
1835                 /* lower left out of radius test */
1836                 if (cent[1] < bucket_bounds->ymin) {
1837                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1838                 } 
1839                 /* top left test */
1840                 else if (cent[1] > bucket_bounds->ymax) {
1841                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1842                 }
1843         }
1844         else if (cent[0] > bucket_bounds->xmax) {
1845                 /* lower right out of radius test */
1846                 if (cent[1] < bucket_bounds->ymin) {
1847                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1848                 } 
1849                 /* top right test */
1850                 else if (cent[1] > bucket_bounds->ymax) {
1851                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1852                 }
1853         }
1854         
1855         return 0;
1856 }
1857
1858
1859
1860 /* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
1861  * in ortho view this function gives good results when bucket_bounds are outside the triangle
1862  * however in some cases, perspective view will mess up with faces that have minimal screenspace area
1863  * (viewed from the side)
1864  * 
1865  * for this reason its not reliable in this case so we'll use the Simple Barycentric'
1866  * funcs that only account for points inside the triangle.
1867  * however switching back to this for ortho is always an option */
1868
1869 static void rect_to_uvspace_ortho(
1870         rctf *bucket_bounds,
1871         float *v1coSS, float *v2coSS, float *v3coSS,
1872         float *uv1co, float *uv2co, float *uv3co,
1873         float bucket_bounds_uv[4][2],
1874         const int flip)
1875 {
1876         float uv[2];
1877         float w[3];
1878         
1879         /* get the UV space bounding box */
1880         uv[0] = bucket_bounds->xmax;
1881         uv[1] = bucket_bounds->ymin;
1882         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1883         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1884
1885         //uv[0] = bucket_bounds->xmax; // set above
1886         uv[1] = bucket_bounds->ymax;
1887         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1888         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1889
1890         uv[0] = bucket_bounds->xmin;
1891         //uv[1] = bucket_bounds->ymax; // set above
1892         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1893         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1894
1895         //uv[0] = bucket_bounds->xmin; // set above
1896         uv[1] = bucket_bounds->ymin;
1897         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1898         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1899 }
1900
1901 /* same as above but use barycentric_weights_v2_persp */
1902 static void rect_to_uvspace_persp(
1903         rctf *bucket_bounds,
1904         float *v1coSS, float *v2coSS, float *v3coSS,
1905         float *uv1co, float *uv2co, float *uv3co,
1906         float bucket_bounds_uv[4][2],
1907         const int flip
1908         )
1909 {
1910         float uv[2];
1911         float w[3];
1912         
1913         /* get the UV space bounding box */
1914         uv[0] = bucket_bounds->xmax;
1915         uv[1] = bucket_bounds->ymin;
1916         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1917         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1918
1919         //uv[0] = bucket_bounds->xmax; // set above
1920         uv[1] = bucket_bounds->ymax;
1921         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1922         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1923
1924         uv[0] = bucket_bounds->xmin;
1925         //uv[1] = bucket_bounds->ymax; // set above
1926         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1927         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1928
1929         //uv[0] = bucket_bounds->xmin; // set above
1930         uv[1] = bucket_bounds->ymin;
1931         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1932         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1933 }
1934
1935 /* This works as we need it to but we can save a few steps and not use it */
1936
1937 #if 0
1938 static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
1939 {
1940         float v1[2], v2[2];
1941         
1942         v1[0] = p1[0] - p2[0];    v1[1] = p1[1] - p2[1];
1943         v2[0] = p3[0] - p2[0];    v2[1] = p3[1] - p2[1];
1944         
1945         return -atan2(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
1946 }
1947 #endif
1948
1949 #define ISECT_1 (1)
1950 #define ISECT_2 (1 << 1)
1951 #define ISECT_3 (1 << 2)
1952 #define ISECT_4 (1 << 3)
1953 #define ISECT_ALL3 ((1 << 3) - 1)
1954 #define ISECT_ALL4 ((1 << 4) - 1)
1955
1956 /* limit must be a fraction over 1.0f */
1957 static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
1958 {
1959         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;
1960 }
1961
1962 /* Clip the face by a bucket and set the uv-space bucket_bounds_uv
1963  * so we have the clipped UV's to do pixel intersection tests with 
1964  * */
1965 static int float_z_sort_flip(const void *p1, const void *p2)
1966 {
1967         return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
1968 }
1969
1970 static int float_z_sort(const void *p1, const void *p2)
1971 {
1972         return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
1973 }
1974
1975 static void project_bucket_clip_face(
1976         const int is_ortho,
1977         rctf *bucket_bounds,
1978         float *v1coSS, float *v2coSS, float *v3coSS,
1979         float *uv1co, float *uv2co, float *uv3co,
1980         float bucket_bounds_uv[8][2],
1981         int *tot)
1982 {
1983         int inside_bucket_flag = 0;
1984         int inside_face_flag = 0;
1985         const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
1986         
1987         float bucket_bounds_ss[4][2];
1988
1989         /* get the UV space bounding box */
1990         inside_bucket_flag |= BLI_in_rctf_v(bucket_bounds, v1coSS);
1991         inside_bucket_flag |= BLI_in_rctf_v(bucket_bounds, v2coSS) << 1;
1992         inside_bucket_flag |= BLI_in_rctf_v(bucket_bounds, v3coSS) << 2;
1993         
1994         if (inside_bucket_flag == ISECT_ALL3) {
1995                 /* all screenspace points are inside the bucket bounding box, this means we don't need to clip and can simply return the UVs */
1996                 if (flip) { /* facing the back? */
1997                         copy_v2_v2(bucket_bounds_uv[0], uv3co);
1998                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1999                         copy_v2_v2(bucket_bounds_uv[2], uv1co);
2000                 }
2001                 else {
2002                         copy_v2_v2(bucket_bounds_uv[0], uv1co);
2003                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
2004                         copy_v2_v2(bucket_bounds_uv[2], uv3co);
2005                 }
2006                 
2007                 *tot = 3; 
2008                 return;
2009         }
2010         
2011         /* get the UV space bounding box */
2012         /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
2013         bucket_bounds_ss[0][0] = bucket_bounds->xmax;
2014         bucket_bounds_ss[0][1] = bucket_bounds->ymin;
2015         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
2016         
2017         bucket_bounds_ss[1][0] = bucket_bounds->xmax;
2018         bucket_bounds_ss[1][1] = bucket_bounds->ymax;
2019         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
2020
2021         bucket_bounds_ss[2][0] = bucket_bounds->xmin;
2022         bucket_bounds_ss[2][1] = bucket_bounds->ymax;
2023         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
2024
2025         bucket_bounds_ss[3][0] = bucket_bounds->xmin;
2026         bucket_bounds_ss[3][1] = bucket_bounds->ymin;
2027         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
2028         
2029         if (inside_face_flag == ISECT_ALL4) {
2030                 /* bucket is totally inside the screenspace face, we can safely use weights */
2031                 
2032                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
2033                 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
2034                 
2035                 *tot = 4;
2036                 return;
2037         }
2038         else {
2039                 /* The Complicated Case! 
2040                  * 
2041                  * The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
2042                  * 
2043                  * we need to make a convex polyline from the intersection between the screenspace face
2044                  * and the bucket bounds.
2045                  * 
2046                  * There are a number of ways this could be done, currently it just collects all intersecting verts,
2047                  * and line intersections,  then sorts them clockwise, this is a lot easier then evaluating the geometry to
2048                  * do a correct clipping on both shapes. */
2049                 
2050                 
2051                 /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
2052                 
2053                 
2054                 
2055                 /* Maximum possible 6 intersections when using a rectangle and triangle */
2056                 float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
2057                 float v1_clipSS[2], v2_clipSS[2];
2058                 float w[3];
2059                 
2060                 /* calc center*/
2061                 float cent[2] = {0.0f, 0.0f};
2062                 /*float up[2] = {0.0f, 1.0f};*/
2063                 int i;
2064                 short doubles;
2065                 
2066                 (*tot) = 0;
2067                 
2068                 if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
2069                 if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
2070                 if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
2071                 if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
2072
2073                 if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
2074                 if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
2075                 if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
2076                 
2077                 if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
2078                         if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
2079                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2080                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2081                         }
2082                 }
2083                 
2084                 if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
2085                         if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
2086                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2087                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2088                         }
2089                 }       
2090                 
2091                 if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
2092                         if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
2093                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2094                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2095                         }
2096                 }
2097                 
2098                 
2099                 if ((*tot) < 3) { /* no intersections to speak of */
2100                         *tot = 0;
2101                         return;
2102                 }
2103         
2104                 /* now we have all points we need, collect their angles and sort them clockwise */
2105                 
2106                 for (i = 0; i < (*tot); i++) {
2107                         cent[0] += isectVCosSS[i][0];
2108                         cent[1] += isectVCosSS[i][1];
2109                 }
2110                 cent[0] = cent[0] / (float)(*tot);
2111                 cent[1] = cent[1] / (float)(*tot);
2112                 
2113                 
2114                 
2115                 /* Collect angles for every point around the center point */
2116
2117                 
2118 #if 0   /* uses a few more cycles then the above loop */
2119                 for (i = 0; i < (*tot); i++) {
2120                         isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
2121                 }
2122 #endif
2123
2124                 v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
2125                 v1_clipSS[1] = cent[1] + 1.0f;
2126                 
2127                 for (i = 0; i < (*tot); i++) {
2128                         v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
2129                         v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
2130                         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]);
2131                 }
2132                 
2133                 if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
2134                 else      qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
2135                 
2136                 /* remove doubles */
2137                 /* first/last check */
2138                 if (fabsf(isectVCosSS[0][0] - isectVCosSS[(*tot) - 1][0]) < PROJ_GEOM_TOLERANCE &&
2139                     fabsf(isectVCosSS[0][1] - isectVCosSS[(*tot) - 1][1]) < PROJ_GEOM_TOLERANCE)
2140                 {
2141                         (*tot)--;
2142                 }
2143                 
2144                 /* its possible there is only a few left after remove doubles */
2145                 if ((*tot) < 3) {
2146                         // printf("removed too many doubles A\n");
2147                         *tot = 0;
2148                         return;
2149                 }
2150                 
2151                 doubles = TRUE;
2152                 while (doubles == TRUE) {
2153                         doubles = FALSE;
2154                         for (i = 1; i < (*tot); i++) {
2155                                 if (fabsf(isectVCosSS[i - 1][0] - isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
2156                                     fabsf(isectVCosSS[i - 1][1] - isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
2157                                 {
2158                                         int j;
2159                                         for (j = i + 1; j < (*tot); j++) {
2160                                                 isectVCosSS[j - 1][0] = isectVCosSS[j][0];
2161                                                 isectVCosSS[j - 1][1] = isectVCosSS[j][1];
2162                                         }
2163                                         doubles = TRUE; /* keep looking for more doubles */
2164                                         (*tot)--;
2165                                 }
2166                         }
2167                 }
2168                 
2169                 /* its possible there is only a few left after remove doubles */
2170                 if ((*tot) < 3) {
2171                         // printf("removed too many doubles B\n");
2172                         *tot = 0;
2173                         return;
2174                 }
2175                 
2176                 
2177                 if (is_ortho) {
2178                         for (i = 0; i < (*tot); i++) {
2179                                 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2180                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2181                         }
2182                 }
2183                 else {
2184                         for (i = 0; i < (*tot); i++) {
2185                                 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2186                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2187                         }
2188                 }
2189         }
2190
2191 #ifdef PROJ_DEBUG_PRINT_CLIP
2192         /* include this at the bottom of the above function to debug the output */
2193
2194         {
2195                 /* If there are ever any problems, */
2196                 float test_uv[4][2];
2197                 int i;
2198                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2199                 else          rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2200                 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]);
2201                 
2202                 printf("  [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1],   uv2co[0], uv2co[1],    uv3co[0], uv3co[1]);
2203                 
2204                 printf("[");
2205                 for (i = 0; i < (*tot); i++) {
2206                         printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
2207                 }
2208                 printf("]),\\\n");
2209         }
2210 #endif
2211 }
2212
2213 /*
2214  * # This script creates faces in a blender scene from printed data above.
2215  *
2216  * project_ls = [
2217  * ...(output from above block)...
2218  * ]
2219  *
2220  * from Blender import Scene, Mesh, Window, sys, Mathutils
2221  *
2222  * import bpy
2223  *
2224  * V = Mathutils.Vector
2225  *
2226  * def main():
2227  *     sce = bpy.data.scenes.active
2228  *     
2229  *     for item in project_ls:
2230  *         bb = item[0]
2231  *         uv = item[1]
2232  *         poly = item[2]
2233  *         
2234  *         me = bpy.data.meshes.new()
2235  *         ob = sce.objects.new(me)
2236  *         
2237  *         me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
2238  *         me.faces.extend([(0,1,2,3),])
2239  *         me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
2240  *         me.faces.extend([(4,5,6),])
2241  *         
2242  *         vs = [V(p).xyz for p in poly]
2243  *         print len(vs)
2244  *         l = len(me.verts)
2245  *         me.verts.extend(vs)
2246  *         
2247  *         i = l
2248  *         while i < len(me.verts):
2249  *             ii = i + 1
2250  *             if ii == len(me.verts):
2251  *                 ii = l
2252  *             me.edges.extend([i, ii])
2253  *             i += 1
2254  * 
2255  * if __name__ == '__main__':
2256  *     main()
2257  */
2258
2259
2260 #undef ISECT_1
2261 #undef ISECT_2
2262 #undef ISECT_3
2263 #undef ISECT_4
2264 #undef ISECT_ALL3
2265 #undef ISECT_ALL4
2266
2267         
2268 /* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
2269  * otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
2270 static int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
2271 {
2272         int i;
2273         if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
2274                 return 0;
2275         
2276         for (i = 1; i < tot; i++) {
2277                 if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
2278                         return 0;
2279                 
2280         }
2281         
2282         return 1;
2283 }
2284 static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
2285 {
2286         int i;
2287         int side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
2288         
2289         for (i = 1; i < tot; i++) {
2290                 if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
2291                         return 0;
2292                 
2293         }
2294         
2295         return 1;
2296 }
2297
2298 /* One of the most important function for projectiopn painting, since it selects the pixels to be added into each bucket.
2299  * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
2300 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)
2301 {
2302         /* Projection vars, to get the 3D locations into screen space  */
2303         MemArena *arena = ps->arena_mt[thread_index];
2304         LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
2305         LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
2306         
2307         const MFace *mf = ps->dm_mface + face_index;
2308         const MTFace *tf = ps->dm_mtface + face_index;
2309         
2310         /* UV/pixel seeking data */
2311         int x; /* Image X-Pixel */
2312         int y; /* Image Y-Pixel */
2313         float mask;
2314         float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
2315         
2316         int side;
2317         float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
2318         
2319         float *vCo[4]; /* vertex screenspace coords */
2320         
2321         float w[3], wco[3];
2322         
2323         float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
2324         float pixelScreenCo[4];
2325         
2326         rcti bounds_px; /* ispace bounds */
2327         /* vars for getting uvspace bounds */
2328         
2329         float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face,  */
2330         float xhalfpx, yhalfpx;
2331         const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
2332         
2333         int has_x_isect = 0, has_isect = 0; /* for early loop exit */
2334         
2335         int i1, i2, i3;
2336         
2337         float uv_clip[8][2];
2338         int uv_clip_tot;
2339         const short is_ortho = ps->is_ortho;
2340         const short do_backfacecull = ps->do_backfacecull;
2341         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
2342         
2343         vCo[0] = ps->dm_mvert[mf->v1].co;
2344         vCo[1] = ps->dm_mvert[mf->v2].co;
2345         vCo[2] = ps->dm_mvert[mf->v3].co;
2346         
2347         
2348         /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
2349          * this is done so we can avoid offsetting all the pixels by 0.5 which causes
2350          * problems when wrapping negative coords */
2351         xhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 3.0f)) / ibuf_xf;
2352         yhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 4.0f)) / ibuf_yf;
2353         
2354         /* Note about (PROJ_GEOM_TOLERANCE/x) above...
2355          * Needed to add this offset since UV coords are often quads aligned to pixels.
2356          * In this case pixels can be exactly between 2 triangles causing nasty
2357          * artifacts.
2358          * 
2359          * This workaround can be removed and painting will still work on most cases
2360          * but since the first thing most people try is painting onto a quad- better make it work.
2361          */
2362
2363
2364
2365         tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
2366         tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
2367
2368         tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
2369         tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
2370         
2371         tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
2372         tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;  
2373         
2374         if (mf->v4) {
2375                 vCo[3] = ps->dm_mvert[mf->v4].co;
2376                 
2377                 tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
2378                 tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
2379                 side = 1;
2380         }
2381         else {
2382                 side = 0;
2383         }
2384         
2385         do {
2386                 if (side == 1) {
2387                         i1 = 0; i2 = 2; i3 = 3;
2388                 }
2389                 else {
2390                         i1 = 0; i2 = 1; i3 = 2;
2391                 }
2392                 
2393                 uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
2394                 uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
2395                 uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
2396
2397                 v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
2398                 v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
2399                 v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
2400                 
2401                 /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
2402                 project_bucket_clip_face(
2403                         is_ortho, bucket_bounds,
2404                         v1coSS, v2coSS, v3coSS,
2405                         uv1co, uv2co, uv3co,
2406                         uv_clip, &uv_clip_tot
2407                         );
2408
2409                 /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
2410 #if 0
2411                 if (uv_clip_tot > 6) {
2412                         printf("this should never happen! %d\n", uv_clip_tot);
2413                 }
2414 #endif
2415
2416                 if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
2417
2418                         if (clamp_u) {
2419                                 CLAMP(bounds_px.xmin, 0, ibuf->x);
2420                                 CLAMP(bounds_px.xmax, 0, ibuf->x);
2421                         }
2422
2423                         if (clamp_v) {
2424                                 CLAMP(bounds_px.ymin, 0, ibuf->y);
2425                                 CLAMP(bounds_px.ymax, 0, ibuf->y);
2426                         }
2427
2428                         /* clip face and */
2429                         
2430                         has_isect = 0;
2431                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2432                                 //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2433                                 uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
2434
2435                                 has_x_isect = 0;
2436                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2437                                         //uv[0] = (((float)x) + 0.5f) / ibuf->x;
2438                                         uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
2439                                         
2440                                         /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
2441                                          * could check the poly direction but better to do this */
2442                                         if ((do_backfacecull == TRUE  && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
2443                                             (do_backfacecull == FALSE && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
2444                                         {
2445                                                 
2446                                                 has_x_isect = has_isect = 1;
2447                                                 
2448                                                 if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2449                                                 else          screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2450                                                 
2451                                                 /* a pity we need to get the worldspace pixel location here */
2452                                                 if (do_clip) {
2453                                                         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);
2454                                                         if (ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2455                                                                 continue; /* Watch out that no code below this needs to run */
2456                                                         }
2457                                                 }
2458                                                 
2459                                                 /* Is this UV visible from the view? - raytrace */
2460                                                 /* project_paint_PickFace is less complex, use for testing */
2461                                                 //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
2462                                                 if ((ps->do_occlude == FALSE) ||
2463                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2464                                                 {
2465                                                         
2466                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2467                                                         
2468                                                         if (mask > 0.0f) {
2469                                                                 BLI_linklist_prepend_arena(
2470                                                                         bucketPixelNodes,
2471                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
2472                                                                         arena
2473                                                                         );
2474                                                         }
2475                                                 }
2476                                                 
2477                                         }
2478 //#if 0
2479                                         else if (has_x_isect) {
2480                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2481                                                 break;
2482                                         }
2483 //#endif
2484                                 }
2485                                 
2486                                 
2487 #if 0           /* TODO - investigate why this dosnt work sometimes! it should! */
2488                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2489                                 if (has_x_isect == 0 && has_isect) {
2490                                         break;
2491                                 }
2492 #endif
2493                         }
2494                 }
2495         } while (side--);
2496
2497         
2498         
2499 #ifndef PROJ_DEBUG_NOSEAMBLEED
2500         if (ps->seam_bleed_px > 0.0f) {
2501                 int face_seam_flag;
2502                 
2503                 if (ps->thread_tot > 1)
2504                         BLI_lock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2505                 
2506                 face_seam_flag = ps->faceSeamFlags[face_index];
2507                 
2508                 /* are any of our edges un-initialized? */
2509                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
2510                     (face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
2511                     (face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
2512                     (face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
2513                 {
2514                         project_face_seams_init(ps, face_index, mf->v4);
2515                         face_seam_flag = ps->faceSeamFlags[face_index];
2516                         //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
2517                 }
2518                 
2519                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
2520                         
2521                         if (ps->thread_tot > 1)
2522                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2523                         
2524                 }
2525                 else {
2526                         /* we have a seam - deal with it! */
2527                         
2528                         /* Now create new UV's for the seam face */
2529                         float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
2530                         float insetCos[4][3]; /* inset face coords.  NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
2531
2532                         float fac;
2533                         float *vCoSS[4]; /* vertex screenspace coords */
2534                         
2535                         float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
2536                         float edge_verts_inset_clip[2][3];
2537                         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 */
2538                         
2539                         float seam_subsection[4][2];
2540                         float fac1, fac2, ftot;
2541                         
2542                         
2543                         if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
2544                                 uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
2545                         
2546                         /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
2547                         if (ps->thread_tot > 1)
2548                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2549                         
2550                         vCoSS[0] = ps->screenCoords[mf->v1];
2551                         vCoSS[1] = ps->screenCoords[mf->v2];
2552                         vCoSS[2] = ps->screenCoords[mf->v3];
2553                         if (mf->v4)
2554                                 vCoSS[3] = ps->screenCoords[mf->v4];
2555                         
2556                         /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
2557                         if (is_ortho) {
2558                                 if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2559                                 else        scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2560                         }
2561                         else {
2562                                 if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2563                                 else        scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2564                         }
2565                         
2566                         side = 0; /* for triangles this wont need to change */
2567                         
2568                         for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
2569                                 if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
2570                                 else        fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2) -> (1,2,0) */
2571                                 
2572                                 if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
2573                                     line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
2574                                 {
2575
2576                                         ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
2577                                         
2578                                         if (ftot > 0.0f) { /* avoid div by zero */
2579                                                 if (mf->v4) {
2580                                                         if (fidx1 == 2 || fidx2 == 2) side = 1;
2581                                                         else side = 0;
2582                                                 }
2583                                                 
2584                                                 fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
2585                                                 fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
2586                                                 
2587                                                 interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
2588                                                 interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
2589
2590                                                 interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
2591                                                 interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
2592                                                 
2593                                                 /* if the bucket_clip_edges values Z values was kept we could avoid this
2594                                                  * Inset needs to be added so occlusion tests wont hit adjacent faces */
2595                                                 interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
2596                                                 interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
2597                                                 
2598
2599                                                 if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
2600                                                         /* bounds between the seam rect and the uvspace bucket pixels */
2601                                                         
2602                                                         has_isect = 0;
2603                                                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2604                                                                 // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2605                                                                 uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
2606                                                                 
2607                                                                 has_x_isect = 0;
2608                                                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2609                                                                         //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
2610                                                                         uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
2611                                                                         
2612                                                                         /* test we're inside uvspace bucket and triangle bounds */
2613                                                                         if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
2614                                                                                 
2615                                                                                 /* We need to find the closest point along the face edge,
2616                                                                                  * getting the screen_px_from_*** wont work because our actual location
2617                                                                                  * is not relevant, since we are outside the face, Use VecLerpf to find
2618                                                                                  * our location on the side of the face's UV */
2619 #if 0
2620                                                                                 if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2621                                                                                 else          screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2622 #endif
2623                                                                                 
2624                                                                                 /* Since this is a seam we need to work out where on the line this pixel is */
2625                                                                                 //fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
2626                                                                                 
2627                                                                                 fac = line_point_factor_v2(uv, seam_subsection[0], seam_subsection[1]);
2628                                                                                 if      (fac < 0.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[0]); }
2629                                                                                 else if (fac > 1.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[1]); }
2630                                                                                 else                 { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
2631                                                                                 
2632                                                                                 if (!is_ortho) {
2633                                                                                         pixelScreenCo[3] = 1.0f;
2634                                                                                         mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
2635                                                                                         pixelScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * pixelScreenCo[0] / pixelScreenCo[3];
2636                                                                                         pixelScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * pixelScreenCo[1] / pixelScreenCo[3];
2637                                                                                         pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
2638                                                                                 }
2639                                                                                 
2640                                                                                 if ((ps->do_occlude == FALSE) ||
2641                                                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2642                                                                                 {
2643                                                                                         /* Only bother calculating the weights if we intersect */
2644                                                                                         if (ps->do_mask_normal || ps->dm_mtface_clone) {
2645 #if 1
2646                                                                                                 /* get the UV on the line since we want to copy the pixels from there for bleeding */
2647                                                                                                 float uv_close[2];
2648                                                                                                 float fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
2649                                                                                                 if      (fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
2650                                                                                                 else if (fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
2651
2652                                                                                                 if (side) {
2653                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
2654                                                                                                 }
2655                                                                                                 else {
2656                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
2657                                                                                                 }
2658 #else                                                                                   /* this is buggy with quads, don't use for now */
2659
2660                                                                                                 /* Cheat, we know where we are along the edge so work out the weights from that */
2661                                                                                                 fac = fac1 + (fac * (fac2 - fac1));
2662
2663                                                                                                 w[0] = w[1] = w[2] = 0.0;
2664                                                                                                 if (side) {
2665                                                                                                         w[fidx1 ? fidx1 - 1 : 0] = 1.0f - fac;
2666                                                                                                         w[fidx2 ? fidx2 - 1 : 0] = fac;
2667                                                                                                 }
2668                                                                                                 else {
2669                                                                                                         w[fidx1] = 1.0f - fac;
2670                                                                                                         w[fidx2] = fac;
2671                                                                                                 }
2672 #endif
2673                                                                                         }
2674                                                                                         
2675                                                                                         /* a pity we need to get the worldspace pixel location here */
2676                                                                                         if (do_clip) {
2677                                                                                                 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);
2678                                                                                                 else      interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
2679
2680                                                                                                 if (ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2681                                                                                                         continue; /* Watch out that no code below this needs to run */
2682                                                                                                 }
2683                                                                                         }
2684                                                                                         
2685                                                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2686                                                                                         
2687                                                                                         if (mask > 0.0f) {
2688                                                                                                 BLI_linklist_prepend_arena(
2689                                                                                                         bucketPixelNodes,
2690                                                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
2691                                                                                                         arena
2692                                                                                                         );
2693                                                                                         }
2694                                                                                         
2695                                                                                 }
2696                                                                         }
2697                                                                         else if (has_x_isect) {
2698                                                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2699                                                                                 break;
2700                                                                         }
2701                                                                 }
2702                                                                 
2703 #if 0                           /* TODO - investigate why this dosnt work sometimes! it should! */
2704                                                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2705                                                                 if (has_x_isect == 0 && has_isect) {
2706                                                                         break;
2707                                                                 }
2708 #endif
2709                                                         }
2710                                                 }
2711                                         }
2712                                 }
2713                         }
2714                 }
2715         }
2716 #endif // PROJ_DEBUG_NOSEAMBLEED
2717 }
2718
2719
2720 /* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
2721 static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
2722 {
2723         /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
2724         /* 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 */
2725         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 */
2726         bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
2727         
2728         bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
2729         bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
2730         
2731         /* in case the rect is outside the mesh 2d bounds */
2732         CLAMP(bucketMin[0], 0, ps->buckets_x);
2733         CLAMP(bucketMin[1], 0, ps->buckets_y);
2734         
2735         CLAMP(bucketMax[0], 0, ps->buckets_x);
2736         CLAMP(bucketMax[1], 0, ps->buckets_y);
2737 }
2738
2739 /* set bucket_bounds to a screen space-aligned floating point bound-box */
2740 static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
2741 {
2742         bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x));     /* left */
2743         bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
2744         
2745         bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y));      /* bottom */
2746         bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height  / ps->buckets_y)); /* top */
2747 }
2748
2749 /* Fill this bucket with pixels from the faces that intersect it.
2750  * 
2751  * have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
2752 static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
2753 {
2754         LinkNode *node;
2755         int face_index, image_index = 0;
2756         ImBuf *ibuf = NULL;
2757         Image *tpage_last = NULL, *tpage;
2758         Image *ima = NULL;
2759
2760         if (ps->image_tot == 1) {
2761                 /* Simple loop, no context switching */
2762                 ibuf = ps->projImages[0].ibuf;
2763                 ima = ps->projImages[0].ima;
2764
2765                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2766                         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);
2767                 }
2768         }
2769         else {
2770                 
2771                 /* More complicated loop, switch between images */
2772                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2773                         face_index = GET_INT_FROM_POINTER(node->link);
2774                                 
2775                         /* Image context switching */
2776                         tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
2777                         if (tpage_last != tpage) {
2778                                 tpage_last = tpage;
2779
2780                                 for (image_index = 0; image_index < ps->image_tot; image_index++) {
2781                                         if (ps->projImages[image_index].ima == tpage_last) {
2782                                                 ibuf = ps->projImages[image_index].ibuf;
2783                                                 ima = ps->projImages[image_index].ima;
2784                                                 break;
2785                                         }
2786                                 }
2787                         }
2788                         /* context switching done */
2789                         
2790                         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);
2791                 }
2792         }
2793         
2794         ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
2795 }
2796
2797
2798 /* We want to know if a bucket and a face overlap in screen-space
2799  * 
2800  * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
2801  * calculated when it might not be needed later, (at the moment at least)
2802  * obviously it shouldn't have bugs though */
2803
2804 static int project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
2805 {
2806         /* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
2807         rctf bucket_bounds;
2808         float p1[2], p2[2], p3[2], p4[2];
2809         float *v, *v1, *v2, *v3, *v4 = NULL;
2810         int fidx;
2811         
2812         project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
2813         
2814         /* Is one of the faces verts in the bucket bounds? */
2815         
2816         fidx = mf->v4 ? 3 : 2;
2817         do {
2818                 v = ps->screenCoords[(*(&mf->v1 + fidx))];
2819                 if (BLI_in_rctf_v(&bucket_bounds, v)) {
2820                         return 1;
2821                 }
2822         } while (fidx--);
2823         
2824         v1 = ps->screenCoords[mf->v1];
2825         v2 = ps->screenCoords[mf->v2];
2826         v3 = ps->screenCoords[mf->v3];
2827         if (mf->v4) {
2828                 v4 = ps->screenCoords[mf->v4];
2829         }
2830         
2831         p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
2832         p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
2833         p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
2834         p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
2835                 
2836         if (mf->v4) {
2837                 if (isect_point_quad_v2(p1, v1, v2, v3, v4) ||
2838                     isect_point_quad_v2(p2, v1, v2, v3, v4) ||
2839                     isect_point_quad_v2(p3, v1, v2, v3, v4) ||
2840                     isect_point_quad_v2(p4, v1, v2, v3, v4) ||
2841
2842                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2843                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
2844                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
2845                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
2846                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4)))
2847                 {
2848                         return 1;
2849                 }
2850         }
2851         else {
2852                 if (isect_point_tri_v2(p1, v1, v2, v3) ||
2853                     isect_point_tri_v2(p2, v1, v2, v3) ||
2854                     isect_point_tri_v2(p3, v1, v2, v3) ||
2855                     isect_point_tri_v2(p4, v1, v2, v3) ||
2856                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2857                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||