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blender-archive/source/blender/editors/sculpt_paint/paint_image.c
2012-08-04 12:30:16 +00:00

5866 lines
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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: some of this file.
*
* Contributor(s): Jens Ole Wund (bjornmose), Campbell Barton (ideasman42)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/sculpt_paint/paint_image.c
* \ingroup edsculpt
* \brief Functions to paint images in 2D and 3D.
*/
#include <float.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#ifdef WIN32
# include "BLI_winstuff.h"
#endif
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
#include "BLI_linklist.h"
#include "BLI_memarena.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "PIL_time.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_idprop.h"
#include "BKE_brush.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_global.h"
#include "BKE_deform.h"
#include "BKE_tessmesh.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "UI_view2d.h"
#include "ED_image.h"
#include "ED_screen.h"
#include "ED_sculpt.h"
#include "ED_uvedit.h"
#include "ED_view3d.h"
#include "ED_mesh.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "paint_intern.h"
/* Defines and Structs */
#define IMAPAINT_CHAR_TO_FLOAT(c) ((c) / 255.0f)
#define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f) { \
(c)[0]= FTOCHAR((f)[0]); \
(c)[1]= FTOCHAR((f)[1]); \
(c)[2]= FTOCHAR((f)[2]); \
} (void)0
#define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f) { \
(c)[0]= FTOCHAR((f)[0]); \
(c)[1]= FTOCHAR((f)[1]); \
(c)[2]= FTOCHAR((f)[2]); \
(c)[3]= FTOCHAR((f)[3]); \
} (void)0
#define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c) { \
(f)[0]= IMAPAINT_CHAR_TO_FLOAT((c)[0]); \
(f)[1]= IMAPAINT_CHAR_TO_FLOAT((c)[1]); \
(f)[2]= IMAPAINT_CHAR_TO_FLOAT((c)[2]); \
} (void)0
#define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c) { \
(f)[0]= IMAPAINT_CHAR_TO_FLOAT((c)[0]); \
(f)[1]= IMAPAINT_CHAR_TO_FLOAT((c)[1]); \
(f)[2]= IMAPAINT_CHAR_TO_FLOAT((c)[2]); \
(f)[3]= IMAPAINT_CHAR_TO_FLOAT((c)[3]); \
} (void)0
#define IMAPAINT_FLOAT_RGB_COPY(a, b) copy_v3_v3(a, b)
#define IMAPAINT_TILE_BITS 6
#define IMAPAINT_TILE_SIZE (1 << IMAPAINT_TILE_BITS)
#define IMAPAINT_TILE_NUMBER(size) (((size) + IMAPAINT_TILE_SIZE - 1) >> IMAPAINT_TILE_BITS)
static void imapaint_image_update(SpaceImage *sima, Image *image, ImBuf *ibuf, short texpaint);
typedef struct ImagePaintState {
SpaceImage *sima;
View2D *v2d;
Scene *scene;
bScreen *screen;
Brush *brush;
short tool, blend;
Image *image;
ImBuf *canvas;
ImBuf *clonecanvas;
short clonefreefloat;
char *warnpackedfile;
char *warnmultifile;
/* viewport texture paint only, but _not_ project paint */
Object *ob;
int faceindex;
float uv[2];
int do_facesel;
DerivedMesh *dm;
int dm_totface;
int dm_release;
MFace *dm_mface;
MTFace *dm_mtface;
} ImagePaintState;
typedef struct ImagePaintPartialRedraw {
int x1, y1, x2, y2;
int enabled;
} ImagePaintPartialRedraw;
typedef struct ImagePaintRegion {
int destx, desty;
int srcx, srcy;
int width, height;
} ImagePaintRegion;
/* ProjectionPaint defines */
/* approx the number of buckets to have under the brush,
* used with the brush size to set the ps->buckets_x and ps->buckets_y value.
*
* When 3 - a brush should have ~9 buckets under it at once
* ...this helps for threading while painting as well as
* avoiding initializing pixels that wont touch the brush */
#define PROJ_BUCKET_BRUSH_DIV 4
#define PROJ_BUCKET_RECT_MIN 4
#define PROJ_BUCKET_RECT_MAX 256
#define PROJ_BOUNDBOX_DIV 8
#define PROJ_BOUNDBOX_SQUARED (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
//#define PROJ_DEBUG_PAINT 1
//#define PROJ_DEBUG_NOSEAMBLEED 1
//#define PROJ_DEBUG_PRINT_CLIP 1
#define PROJ_DEBUG_WINCLIP 1
/* projectFaceSeamFlags options */
//#define PROJ_FACE_IGNORE (1<<0) /* When the face is hidden, backfacing or occluded */
//#define PROJ_FACE_INIT (1<<1) /* When we have initialized the faces data */
#define PROJ_FACE_SEAM1 (1 << 0) /* If this face has a seam on any of its edges */
#define PROJ_FACE_SEAM2 (1 << 1)
#define PROJ_FACE_SEAM3 (1 << 2)
#define PROJ_FACE_SEAM4 (1 << 3)
#define PROJ_FACE_NOSEAM1 (1 << 4)
#define PROJ_FACE_NOSEAM2 (1 << 5)
#define PROJ_FACE_NOSEAM3 (1 << 6)
#define PROJ_FACE_NOSEAM4 (1 << 7)
#define PROJ_SRC_VIEW 1
#define PROJ_SRC_IMAGE_CAM 2
#define PROJ_SRC_IMAGE_VIEW 3
#define PROJ_VIEW_DATA_ID "view_data"
#define PROJ_VIEW_DATA_SIZE (4 * 4 + 4 * 4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
/* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
* as this number approaches 1.0f the likelihood increases of float precision errors where
* it is occluded by an adjacent face */
#define PROJ_FACE_SCALE_SEAM 0.99f
#define PROJ_BUCKET_NULL 0
#define PROJ_BUCKET_INIT (1 << 0)
// #define PROJ_BUCKET_CLONE_INIT (1<<1)
/* used for testing doubles, if a point is on a line etc */
#define PROJ_GEOM_TOLERANCE 0.00075f
/* vert flags */
#define PROJ_VERT_CULL 1
#define PI_80_DEG ((M_PI_2 / 9) * 8)
/* This is mainly a convenience struct used so we can keep an array of images we use
* Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
* because 'partRedrawRect' and 'touch' values would not be thread safe */
typedef struct ProjPaintImage {
Image *ima;
ImBuf *ibuf;
ImagePaintPartialRedraw *partRedrawRect;
void **undoRect; /* only used to build undo tiles after painting */
int touch;
} ProjPaintImage;
/* Main projection painting struct passed to all projection painting functions */
typedef struct ProjPaintState {
View3D *v3d;
RegionView3D *rv3d;
ARegion *ar;
Scene *scene;
int source; /* PROJ_SRC_**** */
Brush *brush;
short tool, blend;
Object *ob;
/* end similarities with ImagePaintState */
DerivedMesh *dm;
int dm_totface;
int dm_totvert;
int dm_release;
MVert *dm_mvert;
MFace *dm_mface;
MTFace *dm_mtface;
MTFace *dm_mtface_clone; /* other UV map, use for cloning between layers */
MTFace *dm_mtface_stencil;
/* projection painting only */
MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
LinkNode **bucketRect; /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
LinkNode **bucketFaces; /* bucketRect aligned array linkList of faces overlapping each bucket */
unsigned char *bucketFlags; /* store if the bucks have been initialized */
#ifndef PROJ_DEBUG_NOSEAMBLEED
char *faceSeamFlags; /* store info about faces, if they are initialized etc*/
float (*faceSeamUVs)[4][2]; /* expanded UVs for faces to use as seams */
LinkNode **vertFaces; /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
#endif
char *vertFlags; /* store options per vert, now only store if the vert is pointing away from the view */
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 */
int buckets_y;
ProjPaintImage *projImages;
int image_tot; /* size of projectImages array */
float (*screenCoords)[4]; /* verts projected into floating point screen space */
float screenMin[2]; /* 2D bounds for mesh verts on the screen's plane (screenspace) */
float screenMax[2];
float screen_width; /* Calculated from screenMin & screenMax */
float screen_height;
int winx, winy; /* from the carea or from the projection render */
/* options for projection painting */
int do_layer_clone;
int do_layer_stencil;
int do_layer_stencil_inv;
short do_occlude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
short do_backfacecull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
short do_mask_normal; /* mask out pixels based on their normals */
short do_new_shading_nodes; /* cache BKE_scene_use_new_shading_nodes value */
float normal_angle; /* what angle to mask at*/
float normal_angle_inner;
float normal_angle_range; /* difference between normal_angle and normal_angle_inner, for easy access */
short is_ortho;
short is_airbrush; /* only to avoid using (ps.brush->flag & BRUSH_AIRBRUSH) */
short is_texbrush; /* only to avoid running */
#ifndef PROJ_DEBUG_NOSEAMBLEED
float seam_bleed_px;
#endif
/* clone vars */
float cloneOffset[2];
float projectMat[4][4]; /* Projection matrix, use for getting screen coords */
float viewDir[3]; /* View vector, use for do_backfacecull and for ray casting with an ortho viewport */
float viewPos[3]; /* View location in object relative 3D space, so can compare to verts */
float clipsta, clipend;
/* reproject vars */
Image *reproject_image;
ImBuf *reproject_ibuf;
/* threads */
int thread_tot;
int bucketMin[2];
int bucketMax[2];
int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
} ProjPaintState;
typedef union pixelPointer {
float *f_pt; /* float buffer */
unsigned int *uint_pt; /* 2 ways to access a char buffer */
unsigned char *ch_pt;
} PixelPointer;
typedef union pixelStore {
unsigned char ch[4];
unsigned int uint;
float f[4];
} PixelStore;
typedef struct ProjPixel {
float projCoSS[2]; /* the floating point screen projection of this pixel */
/* Only used when the airbrush is disabled.
* Store the max mask value to avoid painting over an area with a lower opacity
* with an advantage that we can avoid touching the pixel at all, if the
* new mask value is lower then mask_max */
unsigned short mask_max;
/* for various reasons we may want to mask out painting onto this pixel */
unsigned short mask;
short x_px, y_px;
PixelStore origColor;
PixelStore newColor;
PixelPointer pixel;
short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */
unsigned char bb_cell_index;
} ProjPixel;
typedef struct ProjPixelClone {
struct ProjPixel __pp;
PixelStore clonepx;
} ProjPixelClone;
/* Finish projection painting structs */
typedef struct UndoImageTile {
struct UndoImageTile *next, *prev;
char idname[MAX_ID_NAME]; /* name instead of pointer*/
char ibufname[IB_FILENAME_SIZE];
void *rect;
int x, y;
short source, use_float;
char gen_type;
} UndoImageTile;
static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0};
/* UNDO */
static void undo_copy_tile(UndoImageTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int restore)
{
/* copy or swap contents of tile->rect and region in ibuf->rect */
IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x * IMAPAINT_TILE_SIZE,
tile->y * IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
if (ibuf->rect_float) {
SWAP(void *, tmpibuf->rect_float, tile->rect);
}
else {
SWAP(void *, tmpibuf->rect, tile->rect);
}
if (restore)
IMB_rectcpy(ibuf, tmpibuf, tile->x * IMAPAINT_TILE_SIZE,
tile->y * IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
}
static void *image_undo_push_tile(Image *ima, ImBuf *ibuf, ImBuf **tmpibuf, int x_tile, int y_tile)
{
ListBase *lb = undo_paint_push_get_list(UNDO_PAINT_IMAGE);
UndoImageTile *tile;
int allocsize;
short use_float = ibuf->rect_float ? 1 : 0;
for (tile = lb->first; tile; tile = tile->next)
if (tile->x == x_tile && tile->y == y_tile && ima->gen_type == tile->gen_type && ima->source == tile->source)
if (tile->use_float == use_float)
if (strcmp(tile->idname, ima->id.name) == 0 && strcmp(tile->ibufname, ibuf->name) == 0)
return tile->rect;
if (*tmpibuf == NULL)
*tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32, IB_rectfloat | IB_rect);
tile = MEM_callocN(sizeof(UndoImageTile), "UndoImageTile");
BLI_strncpy(tile->idname, ima->id.name, sizeof(tile->idname));
tile->x = x_tile;
tile->y = y_tile;
allocsize = IMAPAINT_TILE_SIZE * IMAPAINT_TILE_SIZE * 4;
allocsize *= (ibuf->rect_float) ? sizeof(float) : sizeof(char);
tile->rect = MEM_mapallocN(allocsize, "UndeImageTile.rect");
BLI_strncpy(tile->ibufname, ibuf->name, sizeof(tile->ibufname));
tile->gen_type = ima->gen_type;
tile->source = ima->source;
tile->use_float = use_float;
undo_copy_tile(tile, *tmpibuf, ibuf, 0);
undo_paint_push_count_alloc(UNDO_PAINT_IMAGE, allocsize);
BLI_addtail(lb, tile);
return tile->rect;
}
static void image_undo_restore(bContext *C, ListBase *lb)
{
Main *bmain = CTX_data_main(C);
Image *ima = NULL;
ImBuf *ibuf, *tmpibuf;
UndoImageTile *tile;
tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
IB_rectfloat | IB_rect);
for (tile = lb->first; tile; tile = tile->next) {
short use_float;
/* find image based on name, pointer becomes invalid with global undo */
if (ima && strcmp(tile->idname, ima->id.name) == 0) {
/* ima is valid */
}
else {
ima = BLI_findstring(&bmain->image, tile->idname, offsetof(ID, name));
}
ibuf = BKE_image_get_ibuf(ima, NULL);
if (ima && ibuf && strcmp(tile->ibufname, ibuf->name) != 0) {
/* current ImBuf filename was changed, probably current frame
* was changed when paiting on image sequence, rather than storing
* full image user (which isn't so obvious, btw) try to find ImBuf with
* matched file name in list of already loaded images */
ibuf = BLI_findstring(&ima->ibufs, tile->ibufname, offsetof(ImBuf, name));
}
if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float))
continue;
if (ima->gen_type != tile->gen_type || ima->source != tile->source)
continue;
use_float = ibuf->rect_float ? 1 : 0;
if (use_float != tile->use_float)
continue;
undo_copy_tile(tile, tmpibuf, ibuf, 1);
GPU_free_image(ima); /* force OpenGL reload */
if (ibuf->rect_float)
ibuf->userflags |= IB_RECT_INVALID; /* force recreate of char rect */
if (ibuf->mipmap[0])
ibuf->userflags |= IB_MIPMAP_INVALID; /* force mipmap recreatiom */
}
IMB_freeImBuf(tmpibuf);
}
static void image_undo_free(ListBase *lb)
{
UndoImageTile *tile;
for (tile = lb->first; tile; tile = tile->next)
MEM_freeN(tile->rect);
}
/* get active image for face depending on old/new shading system */
static Image *imapaint_face_image(const ImagePaintState *s, int face_index)
{
Image *ima;
if (BKE_scene_use_new_shading_nodes(s->scene)) {
MFace *mf = &s->dm_mface[face_index];
ED_object_get_active_image(s->ob, mf->mat_nr + 1, &ima, NULL, NULL);
}
else {
MTFace *tf = &s->dm_mtface[face_index];
ima = tf->tpage;
}
return ima;
}
static Image *project_paint_face_image(const ProjPaintState *ps, MTFace *dm_mtface, int face_index)
{
Image *ima;
if (ps->do_new_shading_nodes) { /* cached BKE_scene_use_new_shading_nodes result */
MFace *mf = ps->dm_mface + face_index;
ED_object_get_active_image(ps->ob, mf->mat_nr + 1, &ima, NULL, NULL);
}
else {
ima = dm_mtface[face_index].tpage;
}
return ima;
}
/* fast projection bucket array lookup, use the safe version for bound checking */
static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
{
/* If we were not dealing with screenspace 2D coords we could simple do...
* ps->bucketRect[x + (y*ps->buckets_y)] */
/* please explain?
* projCoSS[0] - ps->screenMin[0] : zero origin
* ... / ps->screen_width : range from 0.0 to 1.0
* ... * ps->buckets_x : use as a bucket index
*
* Second multiplication does similar but for vertical offset
*/
return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x)) +
(((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
}
static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
{
int bucket_index = project_bucket_offset(ps, projCoSS);
if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
return -1;
}
else {
return bucket_index;
}
}
/* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
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])
{
float wtot_inv, wtot;
w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
wtot = w[0] + w[1] + w[2];
if (wtot != 0.0f) {
wtot_inv = 1.0f / wtot;
w[0] = w[0] * wtot_inv;
w[1] = w[1] * wtot_inv;
w[2] = w[2] * wtot_inv;
}
else /* dummy values for zero area face */
w[0] = w[1] = w[2] = 1.0f / 3.0f;
}
static float VecZDepthOrtho(const float pt[2],
const float v1[3], const float v2[3], const float v3[3],
float w[3])
{
barycentric_weights_v2(v1, v2, v3, pt, w);
return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
}
static float VecZDepthPersp(const float pt[2],
const float v1[4], const float v2[4], const float v3[4],
float w[3])
{
float wtot_inv, wtot;
float w_tmp[3];
barycentric_weights_v2_persp(v1, v2, v3, pt, w);
/* for the depth we need the weights to match what
* barycentric_weights_v2 would return, in this case its easiest just to
* undo the 4th axis division and make it unit-sum
*
* don't call barycentric_weights_v2() becaue our callers expect 'w'
* to be weighted from the perspective */
w_tmp[0] = w[0] * v1[3];
w_tmp[1] = w[1] * v2[3];
w_tmp[2] = w[2] * v3[3];
wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
if (wtot != 0.0f) {
wtot_inv = 1.0f / wtot;
w_tmp[0] = w_tmp[0] * wtot_inv;
w_tmp[1] = w_tmp[1] * wtot_inv;
w_tmp[2] = w_tmp[2] * wtot_inv;
}
else /* dummy values for zero area face */
w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
/* done mimicing barycentric_weights_v2() */
return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
}
/* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side)
{
LinkNode *node;
float w_tmp[3];
float *v1, *v2, *v3, *v4;
int bucket_index;
int face_index;
int best_side = -1;
int best_face_index = -1;
float z_depth_best = FLT_MAX, z_depth;
MFace *mf;
bucket_index = project_bucket_offset_safe(ps, pt);
if (bucket_index == -1)
return -1;
/* we could return 0 for 1 face buckets, as long as this function assumes
* that the point its testing is only every originated from an existing face */
for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
face_index = GET_INT_FROM_POINTER(node->link);
mf = ps->dm_mface + face_index;
v1 = ps->screenCoords[mf->v1];
v2 = ps->screenCoords[mf->v2];
v3 = ps->screenCoords[mf->v3];
if (isect_point_tri_v2(pt, v1, v2, v3)) {
if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
if (z_depth < z_depth_best) {
best_face_index = face_index;
best_side = 0;
z_depth_best = z_depth;
copy_v3_v3(w, w_tmp);
}
}
else if (mf->v4) {
v4 = ps->screenCoords[mf->v4];
if (isect_point_tri_v2(pt, v1, v3, v4)) {
if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
if (z_depth < z_depth_best) {
best_face_index = face_index;
best_side = 1;
z_depth_best = z_depth;
copy_v3_v3(w, w_tmp);
}
}
}
}
*side = best_side;
return best_face_index; /* will be -1 or a valid face */
}
/* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
{
/* use */
*x = (float)fmodf(uv[0], 1.0f);
*y = (float)fmodf(uv[1], 1.0f);
if (*x < 0.0f) *x += 1.0f;
if (*y < 0.0f) *y += 1.0f;
*x = *x * ibuf_x - 0.5f;
*y = *y * ibuf_y - 0.5f;
}
/* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
{
float w[3], uv[2];
int side;
int face_index;
MTFace *tf;
Image *ima;
ImBuf *ibuf;
int xi, yi;
face_index = project_paint_PickFace(ps, pt, w, &side);
if (face_index == -1)
return 0;
tf = ps->dm_mtface + face_index;
if (side == 0) {
interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
}
else { /* QUAD */
interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
}
ima = project_paint_face_image(ps, ps->dm_mtface, face_index);
ibuf = ima->ibufs.first; /* we must have got the imbuf before getting here */
if (!ibuf) return 0;
if (interp) {
float x, y;
uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
if (ibuf->rect_float) {
if (rgba_fp) {
bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
}
else {
float rgba_tmp_f[4];
bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
}
}
else {
if (rgba) {
bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
}
else {
unsigned char rgba_tmp[4];
bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
}
}
}
else {
//xi = (int)((uv[0]*ibuf->x) + 0.5f);
//yi = (int)((uv[1]*ibuf->y) + 0.5f);
//if (xi<0 || xi>=ibuf->x || yi<0 || yi>=ibuf->y) return 0;
/* wrap */
xi = ((int)(uv[0] * ibuf->x)) % ibuf->x;
if (xi < 0) xi += ibuf->x;
yi = ((int)(uv[1] * ibuf->y)) % ibuf->y;
if (yi < 0) yi += ibuf->y;
if (rgba) {
if (ibuf->rect_float) {
float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
}
else {
*((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
}
}
if (rgba_fp) {
if (ibuf->rect_float) {
copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
}
else {
char *tmp_ch = ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
}
}
}
return 1;
}
/* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
* return...
* 0 : no occlusion
* -1 : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
* 1 : occluded
* 2 : occluded with w[3] weights set (need to know in some cases) */
static int project_paint_occlude_ptv(float pt[3], float v1[4], float v2[4], float v3[4], float w[3], int is_ortho)
{
/* if all are behind us, return false */
if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
return 0;
/* do a 2D point in try intersection */
if (!isect_point_tri_v2(pt, v1, v2, v3))
return 0; /* we know there is */
/* From here on we know there IS an intersection */
/* if ALL of the verts are infront of us then we know it intersects ? */
if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
return 1;
}
else {
/* we intersect? - find the exact depth at the point of intersection */
/* Is this point is occluded by another face? */
if (is_ortho) {
if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
}
else {
if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
}
}
return -1;
}
static int project_paint_occlude_ptv_clip(const ProjPaintState *ps, const MFace *mf,
float pt[3], float v1[4], float v2[4], float v3[4],
const int side)
{
float w[3], wco[3];
int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
if (ret <= 0)
return ret;
if (ret == 1) { /* weights not calculated */
if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
}
/* Test if we're in the clipped area, */
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);
else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
if (!ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
return 1;
}
return -1;
}
/* Check if a screenspace location is occluded by any other faces
* check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
* and dosn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
{
MFace *mf;
int face_index;
int isect_ret;
float w[3]; /* not needed when clipping */
const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
/* we could return 0 for 1 face buckets, as long as this function assumes
* that the point its testing is only every originated from an existing face */
for (; bucketFace; bucketFace = bucketFace->next) {
face_index = GET_INT_FROM_POINTER(bucketFace->link);
if (orig_face != face_index) {
mf = ps->dm_mface + face_index;
if (do_clip)
isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
else
isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
/* Note, if isect_ret==-1 then we don't want to test the other side of the quad */
if (isect_ret == 0 && mf->v4) {
if (do_clip)
isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
else
isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
}
if (isect_ret >= 1) {
/* TODO - we may want to cache the first hit,
* it is not possible to swap the face order in the list anymore */
return 1;
}
}
}
return 0;
}
/* basic line intersection, could move to math_geom.c, 2 points with a horiz line
* 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
#define ISECT_TRUE 1
#define ISECT_TRUE_P1 2
#define ISECT_TRUE_P2 3
static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
{
float y_diff;
if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
*x_isect = p1[0];
return ISECT_TRUE_P1;
}
if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
*x_isect = p2[0];
return ISECT_TRUE_P2;
}
y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
if (y_diff < 0.000001f) {
*x_isect = (p1[0] + p2[0]) * 0.5f;
return ISECT_TRUE;
}
if (p1[1] > y_level && p2[1] < y_level) {
*x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff; /*(p1[1]-p2[1]);*/
return ISECT_TRUE;
}
else if (p1[1] < y_level && p2[1] > y_level) {
*x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff; /*(p2[1]-p1[1]);*/
return ISECT_TRUE;
}
else {
return 0;
}
}
static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
{
float x_diff;
if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
*y_isect = p1[1];
return ISECT_TRUE_P1;
}
if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
*y_isect = p2[1];
return ISECT_TRUE_P2;
}
x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
*y_isect = (p1[0] + p2[0]) * 0.5f;
return ISECT_TRUE;
}
if (p1[0] > x_level && p2[0] < x_level) {
*y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
return ISECT_TRUE;
}
else if (p1[0] < x_level && p2[0] > x_level) {
*y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
return ISECT_TRUE;
}
else {
return 0;
}
}
/* simple func use for comparing UV locations to check if there are seams.
* Its possible this gives incorrect results, when the UVs for 1 face go into the next
* tile, but do not do this for the adjacent face, it could return a false positive.
* This is so unlikely that Id not worry about it. */
#ifndef PROJ_DEBUG_NOSEAMBLEED
static int cmp_uv(const float vec2a[2], const float vec2b[2])
{
/* if the UV's are not between 0.0 and 1.0 */
float xa = (float)fmodf(vec2a[0], 1.0f);
float ya = (float)fmodf(vec2a[1], 1.0f);
float xb = (float)fmodf(vec2b[0], 1.0f);
float yb = (float)fmodf(vec2b[1], 1.0f);
if (xa < 0.0f) xa += 1.0f;
if (ya < 0.0f) ya += 1.0f;
if (xb < 0.0f) xb += 1.0f;
if (yb < 0.0f) yb += 1.0f;
return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
}
#endif
/* set min_px and max_px to the image space bounds of the UV coords
* return zero if there is no area in the returned rectangle */
#ifndef PROJ_DEBUG_NOSEAMBLEED
static int pixel_bounds_uv(
const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
rcti *bounds_px,
const int ibuf_x, const int ibuf_y,
int is_quad
)
{
float min_uv[2], max_uv[2]; /* UV bounds */
INIT_MINMAX2(min_uv, max_uv);
DO_MINMAX2(uv1, min_uv, max_uv);
DO_MINMAX2(uv2, min_uv, max_uv);
DO_MINMAX2(uv3, min_uv, max_uv);
if (is_quad)
DO_MINMAX2(uv4, min_uv, max_uv);
bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
/*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
/* face uses no UV area when quantized to pixels? */
return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
}
#endif
static int pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
{
float min_uv[2], max_uv[2]; /* UV bounds */
if (tot == 0) {
return 0;
}
INIT_MINMAX2(min_uv, max_uv);
while (tot--) {
DO_MINMAX2((*uv), min_uv, max_uv);
uv++;
}
bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
/*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
/* face uses no UV area when quantized to pixels? */
return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
}
#ifndef PROJ_DEBUG_NOSEAMBLEED
/* This function returns 1 if this face has a seam along the 2 face-vert indices
* 'orig_i1_fidx' and 'orig_i2_fidx' */
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)
{
LinkNode *node;
int face_index;
unsigned int i1, i2;
int i1_fidx = -1, i2_fidx = -1; /* index in face */
MFace *mf;
MTFace *tf;
const MFace *orig_mf = ps->dm_mface + orig_face;
const MTFace *orig_tf = ps->dm_mtface + orig_face;
/* vert indices from face vert order indices */
i1 = (*(&orig_mf->v1 + orig_i1_fidx));
i2 = (*(&orig_mf->v1 + orig_i2_fidx));
for (node = ps->vertFaces[i1]; node; node = node->next) {
face_index = GET_INT_FROM_POINTER(node->link);
if (face_index != orig_face) {
mf = ps->dm_mface + face_index;
/* could check if the 2 faces images match here,
* but then there wouldn't be a way to return the opposite face's info */
/* We need to know the order of the verts in the adjacent face
* set the i1_fidx and i2_fidx to (0,1,2,3) */
if (mf->v1 == i1) i1_fidx = 0;
else if (mf->v2 == i1) i1_fidx = 1;
else if (mf->v3 == i1) i1_fidx = 2;
else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
if (mf->v1 == i2) i2_fidx = 0;
else if (mf->v2 == i2) i2_fidx = 1;
else if (mf->v3 == i2) i2_fidx = 2;
else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
/* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
if (i2_fidx != -1) {
Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
/* This IS an adjacent face!, now lets check if the UVs are ok */
tf = ps->dm_mtface + face_index;
/* set up the other face */
*other_face = face_index;
*orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
/* first test if they have the same image */
if ((orig_tpage == tpage) &&
cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
{
// printf("SEAM (NONE)\n");
return 0;
}
else {
// printf("SEAM (UV GAP)\n");
return 1;
}
}
}
}
// printf("SEAM (NO FACE)\n");
*other_face = -1;
return 1;
}
/* Calculate outset UV's, this is not the same as simply scaling the UVs,
* since the outset coords are a margin that keep an even distance from the original UV's,
* note that the image aspect is taken into account */
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)
{
float a1, a2, a3, a4 = 0.0f;
float puv[4][2]; /* pixelspace uv's */
float no1[2], no2[2], no3[2], no4[2]; /* normals */
float dir1[2], dir2[2], dir3[2], dir4[2];
float ibuf_inv[2];
ibuf_inv[0] = 1.0f / (float)ibuf_x;
ibuf_inv[1] = 1.0f / (float)ibuf_y;
/* make UV's in pixel space so we can */
puv[0][0] = orig_uv[0][0] * ibuf_x;
puv[0][1] = orig_uv[0][1] * ibuf_y;
puv[1][0] = orig_uv[1][0] * ibuf_x;
puv[1][1] = orig_uv[1][1] * ibuf_y;
puv[2][0] = orig_uv[2][0] * ibuf_x;
puv[2][1] = orig_uv[2][1] * ibuf_y;
if (is_quad) {
puv[3][0] = orig_uv[3][0] * ibuf_x;
puv[3][1] = orig_uv[3][1] * ibuf_y;
}
/* face edge directions */
sub_v2_v2v2(dir1, puv[1], puv[0]);
sub_v2_v2v2(dir2, puv[2], puv[1]);
normalize_v2(dir1);
normalize_v2(dir2);
if (is_quad) {
sub_v2_v2v2(dir3, puv[3], puv[2]);
sub_v2_v2v2(dir4, puv[0], puv[3]);
normalize_v2(dir3);
normalize_v2(dir4);
}
else {
sub_v2_v2v2(dir3, puv[0], puv[2]);
normalize_v2(dir3);
}
/* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
* This is incorrect. Its already given radians but without it wont work.
* need to look into a fix - campbell */
if (is_quad) {
a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI / 180.0f));
a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI / 180.0f));
}
else {
a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI / 180.0f));
a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
}
if (is_quad) {
sub_v2_v2v2(no1, dir4, dir1);
sub_v2_v2v2(no2, dir1, dir2);
sub_v2_v2v2(no3, dir2, dir3);
sub_v2_v2v2(no4, dir3, dir4);
normalize_v2(no1);
normalize_v2(no2);
normalize_v2(no3);
normalize_v2(no4);
mul_v2_fl(no1, a1 * scaler);
mul_v2_fl(no2, a2 * scaler);
mul_v2_fl(no3, a3 * scaler);
mul_v2_fl(no4, a4 * scaler);
add_v2_v2v2(outset_uv[0], puv[0], no1);
add_v2_v2v2(outset_uv[1], puv[1], no2);
add_v2_v2v2(outset_uv[2], puv[2], no3);
add_v2_v2v2(outset_uv[3], puv[3], no4);
mul_v2_v2(outset_uv[0], ibuf_inv);
mul_v2_v2(outset_uv[1], ibuf_inv);
mul_v2_v2(outset_uv[2], ibuf_inv);
mul_v2_v2(outset_uv[3], ibuf_inv);
}
else {
sub_v2_v2v2(no1, dir3, dir1);
sub_v2_v2v2(no2, dir1, dir2);
sub_v2_v2v2(no3, dir2, dir3);
normalize_v2(no1);
normalize_v2(no2);
normalize_v2(no3);
mul_v2_fl(no1, a1 * scaler);
mul_v2_fl(no2, a2 * scaler);
mul_v2_fl(no3, a3 * scaler);
add_v2_v2v2(outset_uv[0], puv[0], no1);
add_v2_v2v2(outset_uv[1], puv[1], no2);
add_v2_v2v2(outset_uv[2], puv[2], no3);
mul_v2_v2(outset_uv[0], ibuf_inv);
mul_v2_v2(outset_uv[1], ibuf_inv);
mul_v2_v2(outset_uv[2], ibuf_inv);
}
}
/*
* Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
* 1<<i - where i is (0-3)
*
* If we're multithreadng, make sure threads are locked when this is called
*/
static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
{
int other_face, other_fidx; /* vars for the other face, we also set its flag */
int fidx1 = is_quad ? 3 : 2;
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 */
do {
if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
ps->faceSeamFlags[face_index] |= 1 << fidx1;
if (other_face != -1)
ps->faceSeamFlags[other_face] |= 1 << other_fidx;
}
else {
ps->faceSeamFlags[face_index] |= 16 << fidx1;
if (other_face != -1)
ps->faceSeamFlags[other_face] |= 16 << other_fidx; /* second 4 bits for disabled */
}
}
fidx2 = fidx1;
} while (fidx1--);
}
#endif // PROJ_DEBUG_NOSEAMBLEED
/* Converts a UV location to a 3D screenspace location
* Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
*
* This is used for finding a pixels location in screenspace for painting */
static void screen_px_from_ortho(
float uv[2],
float v1co[3], float v2co[3], float v3co[3], /* Screenspace coords */
float uv1co[2], float uv2co[2], float uv3co[2],
float pixelScreenCo[4],
float w[3])
{
barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
}
/* same as screen_px_from_ortho except we need to take into account
* the perspective W coord for each vert */
static void screen_px_from_persp(
float uv[2],
float v1co[4], float v2co[4], float v3co[4], /* screenspace coords */
float uv1co[2], float uv2co[2], float uv3co[2],
float pixelScreenCo[4],
float w[3])
{
float wtot_inv, wtot;
barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
/* re-weight from the 4th coord of each screen vert */
w[0] *= v1co[3];
w[1] *= v2co[3];
w[2] *= v3co[3];
wtot = w[0] + w[1] + w[2];
if (wtot > 0.0f) {
wtot_inv = 1.0f / wtot;
w[0] *= wtot_inv;
w[1] *= wtot_inv;
w[2] *= wtot_inv;
}
else {
w[0] = w[1] = w[2] = 1.0f / 3.0f; /* dummy values for zero area face */
}
/* done re-weighting */
interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
}
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])
{
float *uvCo1, *uvCo2, *uvCo3;
float uv_other[2], x, y;
uvCo1 = (float *)tf_other->uv[0];
if (side == 1) {
uvCo2 = (float *)tf_other->uv[2];
uvCo3 = (float *)tf_other->uv[3];
}
else {
uvCo2 = (float *)tf_other->uv[1];
uvCo3 = (float *)tf_other->uv[2];
}
interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float *)w);
/* use */
uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
if (ibuf_other->rect_float) { /* from float to float */
bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
}
else { /* from char to float */
bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
}
}
/* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
static float project_paint_uvpixel_mask(
const ProjPaintState *ps,
const int face_index,
const int side,
const float w[3])
{
float mask;
/* Image Mask */
if (ps->do_layer_stencil) {
/* another UV maps image is masking this one's */
ImBuf *ibuf_other;
Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_stencil, face_index);
const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
if (other_tpage && (ibuf_other = BKE_image_get_ibuf(other_tpage, NULL))) {
/* BKE_image_get_ibuf - TODO - this may be slow */
unsigned char rgba_ub[4];
float rgba_f[4];
project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
if (ibuf_other->rect_float) { /* from float to float */
mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) / 3.0f) * rgba_f[3];
}
else { /* from char to float */
mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) / (256 * 3.0f)) * (rgba_ub[3] / 256.0f);
}
if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
mask = (1.0f - mask);
if (mask == 0.0f) {
return 0.0f;
}
}
else {
return 0.0f;
}
}
else {
mask = 1.0f;
}
/* calculate mask */
if (ps->do_mask_normal) {
MFace *mf = ps->dm_mface + face_index;
short *no1, *no2, *no3;
float no[3], angle;
no1 = ps->dm_mvert[mf->v1].no;
if (side == 1) {
no2 = ps->dm_mvert[mf->v3].no;
no3 = ps->dm_mvert[mf->v4].no;
}
else {
no2 = ps->dm_mvert[mf->v2].no;
no3 = ps->dm_mvert[mf->v3].no;
}
no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
normalize_v3(no);
/* now we can use the normal as a mask */
if (ps->is_ortho) {
angle = angle_normalized_v3v3((float *)ps->viewDir, no);
}
else {
/* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
float viewDirPersp[3];
float *co1, *co2, *co3;
co1 = ps->dm_mvert[mf->v1].co;
if (side == 1) {
co2 = ps->dm_mvert[mf->v3].co;
co3 = ps->dm_mvert[mf->v4].co;
}
else {
co2 = ps->dm_mvert[mf->v2].co;
co3 = ps->dm_mvert[mf->v3].co;
}
/* Get the direction from the viewPoint to the pixel and normalize */
viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
normalize_v3(viewDirPersp);
angle = angle_normalized_v3v3(viewDirPersp, no);
}
if (angle >= ps->normal_angle) {
return 0.0f; /* outsize the normal limit*/
}
else if (angle > ps->normal_angle_inner) {
mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
} /* otherwise no mask normal is needed, were within the limit */
}
/* This only works when the opacity dosnt change while painting, stylus pressure messes with this
* so don't use it. */
// if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
return mask;
}
/* run this function when we know a bucket's, face's pixel can be initialized,
* return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
static ProjPixel *project_paint_uvpixel_init(
const ProjPaintState *ps,
MemArena *arena,
const ImBuf *ibuf,
short x_px, short y_px,
const float mask,
const int face_index,
const int image_index,
const float pixelScreenCo[4],
const int side,
const float w[3])
{
ProjPixel *projPixel;
short size;
/* wrap pixel location */
x_px = x_px % ibuf->x;
if (x_px < 0) x_px += ibuf->x;
y_px = y_px % ibuf->y;
if (y_px < 0) y_px += ibuf->y;
if (ps->tool == PAINT_TOOL_CLONE) {
size = sizeof(ProjPixelClone);
}
else if (ps->tool == PAINT_TOOL_SMEAR) {
size = sizeof(ProjPixelClone);
}
else {
size = sizeof(ProjPixel);
}
projPixel = (ProjPixel *)BLI_memarena_alloc(arena, size);
//memset(projPixel, 0, size);
if (ibuf->rect_float) {
projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];
projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];
projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];
projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];
}
else {
projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
}
/* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
projPixel->x_px = x_px;
projPixel->y_px = y_px;
projPixel->mask = (unsigned short)(mask * 65535);
projPixel->mask_max = 0;
/* which bounding box cell are we in?, needed for undo */
projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
/* done with view3d_project_float inline */
if (ps->tool == PAINT_TOOL_CLONE) {
if (ps->dm_mtface_clone) {
ImBuf *ibuf_other;
Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_clone, face_index);
const MTFace *tf_other = ps->dm_mtface_clone + face_index;
if (other_tpage && (ibuf_other = BKE_image_get_ibuf(other_tpage, NULL))) {
/* BKE_image_get_ibuf - TODO - this may be slow */
if (ibuf->rect_float) {
if (ibuf_other->rect_float) { /* from float to float */
project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
}
else { /* from char to float */
unsigned char rgba_ub[4];
project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub);
}
}
else {
if (ibuf_other->rect_float) { /* float to char */
float rgba[4];
project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
}
else { /* char to char */
project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
}
}
}
else {
if (ibuf->rect_float) {
((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
}
else {
((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
}
}
}
else {
float co[2];
sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
/* no need to initialize the bucket, we're only checking buckets faces and for this
* the faces are already initialized in project_paint_delayed_face_init(...) */
if (ibuf->rect_float) {
if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
}
}
else {
if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
}
}
}
}
#ifdef PROJ_DEBUG_PAINT
if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
else projPixel->pixel.ch_pt[0] = 0;
#endif
projPixel->image_index = image_index;
return projPixel;
}
static int line_clip_rect2f(
rctf *rect,
const float l1[2], const float l2[2],
float l1_clip[2], float l2_clip[2])
{
/* first account for horizontal, then vertical lines */
/* horiz */
if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) {
/* is the line out of range on its Y axis? */
if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
return 0;
}
/* line is out of range on its X axis */
if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
return 0;
}
if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point (or close to)*/
if (BLI_in_rctf_v(rect, l1)) {
copy_v2_v2(l1_clip, l1);
copy_v2_v2(l2_clip, l2);
return 1;
}
else {
return 0;
}
}
copy_v2_v2(l1_clip, l1);
copy_v2_v2(l2_clip, l2);
CLAMP(l1_clip[0], rect->xmin, rect->xmax);
CLAMP(l2_clip[0], rect->xmin, rect->xmax);
return 1;
}
else if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) {
/* is the line out of range on its X axis? */
if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
return 0;
}
/* line is out of range on its Y axis */
if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
return 0;
}
if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point (or close to)*/
if (BLI_in_rctf_v(rect, l1)) {
copy_v2_v2(l1_clip, l1);
copy_v2_v2(l2_clip, l2);
return 1;
}
else {
return 0;
}
}
copy_v2_v2(l1_clip, l1);
copy_v2_v2(l2_clip, l2);
CLAMP(l1_clip[1], rect->ymin, rect->ymax);
CLAMP(l2_clip[1], rect->ymin, rect->ymax);
return 1;
}
else {
float isect;
short ok1 = 0;
short ok2 = 0;
/* Done with vertical lines */
/* are either of the points inside the rectangle ? */
if (BLI_in_rctf_v(rect, l1)) {
copy_v2_v2(l1_clip, l1);
ok1 = 1;
}
if (BLI_in_rctf_v(rect, l2)) {
copy_v2_v2(l2_clip, l2);
ok2 = 1;
}
/* line inside rect */
if (ok1 && ok2) return 1;
/* top/bottom */
if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
if (l1[1] < l2[1]) { /* line 1 is outside */
l1_clip[0] = isect;
l1_clip[1] = rect->ymin;
ok1 = 1;
}
else {
l2_clip[0] = isect;
l2_clip[1] = rect->ymin;
ok2 = 2;
}
}
if (ok1 && ok2) return 1;
if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
if (l1[1] > l2[1]) { /* line 1 is outside */
l1_clip[0] = isect;
l1_clip[1] = rect->ymax;
ok1 = 1;
}
else {
l2_clip[0] = isect;
l2_clip[1] = rect->ymax;
ok2 = 2;
}
}
if (ok1 && ok2) return 1;
/* left/right */
if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
if (l1[0] < l2[0]) { /* line 1 is outside */
l1_clip[0] = rect->xmin;
l1_clip[1] = isect;
ok1 = 1;
}
else {
l2_clip[0] = rect->xmin;
l2_clip[1] = isect;
ok2 = 2;
}
}
if (ok1 && ok2) return 1;
if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
if (l1[0] > l2[0]) { /* line 1 is outside */
l1_clip[0] = rect->xmax;
l1_clip[1] = isect;
ok1 = 1;
}
else {
l2_clip[0] = rect->xmax;
l2_clip[1] = isect;
ok2 = 2;
}
}
if (ok1 && ok2) {
return 1;
}
else {
return 0;
}
}
}
/* scale the quad & tri about its center
* scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
* edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
#ifndef PROJ_DEBUG_NOSEAMBLEED
static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
{
float cent[3];
cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
sub_v3_v3v3(insetCos[0], origCos[0], cent);
sub_v3_v3v3(insetCos[1], origCos[1], cent);
sub_v3_v3v3(insetCos[2], origCos[2], cent);
sub_v3_v3v3(insetCos[3], origCos[3], cent);
mul_v3_fl(insetCos[0], inset);
mul_v3_fl(insetCos[1], inset);
mul_v3_fl(insetCos[2], inset);
mul_v3_fl(insetCos[3], inset);
add_v3_v3(insetCos[0], cent);
add_v3_v3(insetCos[1], cent);
add_v3_v3(insetCos[2], cent);
add_v3_v3(insetCos[3], cent);
}
static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
{
float cent[3];
cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
sub_v3_v3v3(insetCos[0], origCos[0], cent);
sub_v3_v3v3(insetCos[1], origCos[1], cent);
sub_v3_v3v3(insetCos[2], origCos[2], cent);
mul_v3_fl(insetCos[0], inset);
mul_v3_fl(insetCos[1], inset);
mul_v3_fl(insetCos[2], inset);
add_v3_v3(insetCos[0], cent);
add_v3_v3(insetCos[1], cent);
add_v3_v3(insetCos[2], cent);
}
#endif //PROJ_DEBUG_NOSEAMBLEED
static float len_squared_v2v2_alt(const float *v1, const float v2_1, const float v2_2)
{
float x, y;
x = v1[0] - v2_1;
y = v1[1] - v2_2;
return x * x + y * y;
}
/* note, use a squared value so we can use len_squared_v2v2
* be sure that you have done a bounds check first or this may fail */
/* only give bucket_bounds as an arg because we need it elsewhere */
static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
{
/* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect
* so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
* this is even less work then an intersection test
*/
#if 0
if (BLI_in_rctf_v(bucket_bounds, cent))
return 1;
#endif
if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
(bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
{
return 1;
}
/* out of bounds left */
if (cent[0] < bucket_bounds->xmin) {
/* lower left out of radius test */
if (cent[1] < bucket_bounds->ymin) {
return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
}
/* top left test */
else if (cent[1] > bucket_bounds->ymax) {
return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
}
}
else if (cent[0] > bucket_bounds->xmax) {
/* lower right out of radius test */
if (cent[1] < bucket_bounds->ymin) {
return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
}
/* top right test */
else if (cent[1] > bucket_bounds->ymax) {
return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
}
}
return 0;
}
/* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
* in ortho view this function gives good results when bucket_bounds are outside the triangle
* however in some cases, perspective view will mess up with faces that have minimal screenspace area
* (viewed from the side)
*
* for this reason its not reliable in this case so we'll use the Simple Barycentric'
* funcs that only account for points inside the triangle.
* however switching back to this for ortho is always an option */
static void rect_to_uvspace_ortho(
rctf *bucket_bounds,
float *v1coSS, float *v2coSS, float *v3coSS,
float *uv1co, float *uv2co, float *uv3co,
float bucket_bounds_uv[4][2],
const int flip)
{
float uv[2];
float w[3];
/* get the UV space bounding box */
uv[0] = bucket_bounds->xmax;
uv[1] = bucket_bounds->ymin;
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmax; // set above
uv[1] = bucket_bounds->ymax;
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
uv[0] = bucket_bounds->xmin;
//uv[1] = bucket_bounds->ymax; // set above
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmin; // set above
uv[1] = bucket_bounds->ymin;
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
}
/* same as above but use barycentric_weights_v2_persp */
static void rect_to_uvspace_persp(
rctf *bucket_bounds,
float *v1coSS, float *v2coSS, float *v3coSS,
float *uv1co, float *uv2co, float *uv3co,
float bucket_bounds_uv[4][2],
const int flip
)
{
float uv[2];
float w[3];
/* get the UV space bounding box */
uv[0] = bucket_bounds->xmax;
uv[1] = bucket_bounds->ymin;
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmax; // set above
uv[1] = bucket_bounds->ymax;
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
uv[0] = bucket_bounds->xmin;
//uv[1] = bucket_bounds->ymax; // set above
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmin; // set above
uv[1] = bucket_bounds->ymin;
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
}
/* This works as we need it to but we can save a few steps and not use it */
#if 0
static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
{
float v1[2], v2[2];
v1[0] = p1[0] - p2[0]; v1[1] = p1[1] - p2[1];
v2[0] = p3[0] - p2[0]; v2[1] = p3[1] - p2[1];
return -atan2(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
}
#endif
#define ISECT_1 (1)
#define ISECT_2 (1 << 1)
#define ISECT_3 (1 << 2)
#define ISECT_4 (1 << 3)
#define ISECT_ALL3 ((1 << 3) - 1)
#define ISECT_ALL4 ((1 << 4) - 1)
/* limit must be a fraction over 1.0f */
static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
{
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;
}
/* Clip the face by a bucket and set the uv-space bucket_bounds_uv
* so we have the clipped UV's to do pixel intersection tests with
* */
static int float_z_sort_flip(const void *p1, const void *p2)
{
return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
}
static int float_z_sort(const void *p1, const void *p2)
{
return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
}
static void project_bucket_clip_face(
const int is_ortho,
rctf *bucket_bounds,
float *v1coSS, float *v2coSS, float *v3coSS,
float *uv1co, float *uv2co, float *uv3co,
float bucket_bounds_uv[8][2],
int *tot)
{
int inside_bucket_flag = 0;
int inside_face_flag = 0;
const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
float bucket_bounds_ss[4][2];
/* get the UV space bounding box */
inside_bucket_flag |= BLI_in_rctf_v(bucket_bounds, v1coSS);
inside_bucket_flag |= BLI_in_rctf_v(bucket_bounds, v2coSS) << 1;
inside_bucket_flag |= BLI_in_rctf_v(bucket_bounds, v3coSS) << 2;
if (inside_bucket_flag == ISECT_ALL3) {
/* all screenspace points are inside the bucket bounding box, this means we don't need to clip and can simply return the UVs */
if (flip) { /* facing the back? */
copy_v2_v2(bucket_bounds_uv[0], uv3co);
copy_v2_v2(bucket_bounds_uv[1], uv2co);
copy_v2_v2(bucket_bounds_uv[2], uv1co);
}
else {
copy_v2_v2(bucket_bounds_uv[0], uv1co);
copy_v2_v2(bucket_bounds_uv[1], uv2co);
copy_v2_v2(bucket_bounds_uv[2], uv3co);
}
*tot = 3;
return;
}
/* get the UV space bounding box */
/* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
bucket_bounds_ss[0][0] = bucket_bounds->xmax;
bucket_bounds_ss[0][1] = bucket_bounds->ymin;
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
bucket_bounds_ss[1][0] = bucket_bounds->xmax;
bucket_bounds_ss[1][1] = bucket_bounds->ymax;
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
bucket_bounds_ss[2][0] = bucket_bounds->xmin;
bucket_bounds_ss[2][1] = bucket_bounds->ymax;
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
bucket_bounds_ss[3][0] = bucket_bounds->xmin;
bucket_bounds_ss[3][1] = bucket_bounds->ymin;
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
if (inside_face_flag == ISECT_ALL4) {
/* bucket is totally inside the screenspace face, we can safely use weights */
if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
*tot = 4;
return;
}
else {
/* The Complicated Case!
*
* The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
*
* we need to make a convex polyline from the intersection between the screenspace face
* and the bucket bounds.
*
* There are a number of ways this could be done, currently it just collects all intersecting verts,
* and line intersections, then sorts them clockwise, this is a lot easier then evaluating the geometry to
* do a correct clipping on both shapes. */
/* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
/* Maximum possible 6 intersections when using a rectangle and triangle */
float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
float v1_clipSS[2], v2_clipSS[2];
float w[3];
/* calc center*/
float cent[2] = {0.0f, 0.0f};
/*float up[2] = {0.0f, 1.0f};*/
int i;
short doubles;
(*tot) = 0;
if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
}
}
if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
}
}
if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
}
}
if ((*tot) < 3) { /* no intersections to speak of */
*tot = 0;
return;
}
/* now we have all points we need, collect their angles and sort them clockwise */
for (i = 0; i < (*tot); i++) {
cent[0] += isectVCosSS[i][0];
cent[1] += isectVCosSS[i][1];
}
cent[0] = cent[0] / (float)(*tot);
cent[1] = cent[1] / (float)(*tot);
/* Collect angles for every point around the center point */
#if 0 /* uses a few more cycles then the above loop */
for (i = 0; i < (*tot); i++) {
isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
}
#endif
v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
v1_clipSS[1] = cent[1] + 1.0f;
for (i = 0; i < (*tot); i++) {
v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
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]);
}
if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
else qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
/* remove doubles */
/* first/last check */
if (fabsf(isectVCosSS[0][0] - isectVCosSS[(*tot) - 1][0]) < PROJ_GEOM_TOLERANCE &&
fabsf(isectVCosSS[0][1] - isectVCosSS[(*tot) - 1][1]) < PROJ_GEOM_TOLERANCE)
{
(*tot)--;
}
/* its possible there is only a few left after remove doubles */
if ((*tot) < 3) {
// printf("removed too many doubles A\n");
*tot = 0;
return;
}
doubles = TRUE;
while (doubles == TRUE) {
doubles = FALSE;
for (i = 1; i < (*tot); i++) {
if (fabsf(isectVCosSS[i - 1][0] - isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
fabsf(isectVCosSS[i - 1][1] - isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
{
int j;
for (j = i + 1; j < (*tot); j++) {
isectVCosSS[j - 1][0] = isectVCosSS[j][0];
isectVCosSS[j - 1][1] = isectVCosSS[j][1];
}
doubles = TRUE; /* keep looking for more doubles */
(*tot)--;
}
}
}
/* its possible there is only a few left after remove doubles */
if ((*tot) < 3) {
// printf("removed too many doubles B\n");
*tot = 0;
return;
}
if (is_ortho) {
for (i = 0; i < (*tot); i++) {
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
}
}
else {
for (i = 0; i < (*tot); i++) {
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
}
}
}
#ifdef PROJ_DEBUG_PRINT_CLIP
/* include this at the bottom of the above function to debug the output */
{
/* If there are ever any problems, */
float test_uv[4][2];
int i;
if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
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]);
printf(" [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1], uv2co[0], uv2co[1], uv3co[0], uv3co[1]);
printf("[");
for (i = 0; i < (*tot); i++) {
printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
}
printf("]),\\\n");
}
#endif
}
/*
* # This script creates faces in a blender scene from printed data above.
*
* project_ls = [
* ...(output from above block)...
* ]
*
* from Blender import Scene, Mesh, Window, sys, Mathutils
*
* import bpy
*
* V = Mathutils.Vector
*
* def main():
* sce = bpy.data.scenes.active
*
* for item in project_ls:
* bb = item[0]
* uv = item[1]
* poly = item[2]
*
* me = bpy.data.meshes.new()
* ob = sce.objects.new(me)
*
* me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
* me.faces.extend([(0,1,2,3),])
* me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
* me.faces.extend([(4,5,6),])
*
* vs = [V(p).xyz for p in poly]
* print len(vs)
* l = len(me.verts)
* me.verts.extend(vs)
*
* i = l
* while i < len(me.verts):
* ii = i + 1
* if ii == len(me.verts):
* ii = l
* me.edges.extend([i, ii])
* i += 1
*
* if __name__ == '__main__':
* main()
*/
#undef ISECT_1
#undef ISECT_2
#undef ISECT_3
#undef ISECT_4
#undef ISECT_ALL3
#undef ISECT_ALL4
/* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
* otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
static int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
{
int i;
if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
return 0;
for (i = 1; i < tot; i++) {
if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
return 0;
}
return 1;
}
static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
{
int i;
int side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
for (i = 1; i < tot; i++) {
if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
return 0;
}
return 1;
}
/* One of the most important function for projectiopn painting, since it selects the pixels to be added into each bucket.
* initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
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)
{
/* Projection vars, to get the 3D locations into screen space */
MemArena *arena = ps->arena_mt[thread_index];
LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
const MFace *mf = ps->dm_mface + face_index;
const MTFace *tf = ps->dm_mtface + face_index;
/* UV/pixel seeking data */
int x; /* Image X-Pixel */
int y; /* Image Y-Pixel */
float mask;
float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
int side;
float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
float *vCo[4]; /* vertex screenspace coords */
float w[3], wco[3];
float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
float pixelScreenCo[4];
rcti bounds_px; /* ispace bounds */
/* vars for getting uvspace bounds */
float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face, */
float xhalfpx, yhalfpx;
const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
int has_x_isect = 0, has_isect = 0; /* for early loop exit */
int i1, i2, i3;
float uv_clip[8][2];
int uv_clip_tot;
const short is_ortho = ps->is_ortho;
const short do_backfacecull = ps->do_backfacecull;
const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
vCo[0] = ps->dm_mvert[mf->v1].co;
vCo[1] = ps->dm_mvert[mf->v2].co;
vCo[2] = ps->dm_mvert[mf->v3].co;
/* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
* this is done so we can avoid offsetting all the pixels by 0.5 which causes
* problems when wrapping negative coords */
xhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 3.0f)) / ibuf_xf;
yhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 4.0f)) / ibuf_yf;
/* Note about (PROJ_GEOM_TOLERANCE/x) above...
* Needed to add this offset since UV coords are often quads aligned to pixels.
* In this case pixels can be exactly between 2 triangles causing nasty
* artifacts.
*
* This workaround can be removed and painting will still work on most cases
* but since the first thing most people try is painting onto a quad- better make it work.
*/
tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
if (mf->v4) {
vCo[3] = ps->dm_mvert[mf->v4].co;
tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
side = 1;
}
else {
side = 0;
}
do {
if (side == 1) {
i1 = 0; i2 = 2; i3 = 3;
}
else {
i1 = 0; i2 = 1; i3 = 2;
}
uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
/* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
project_bucket_clip_face(
is_ortho, bucket_bounds,
v1coSS, v2coSS, v3coSS,
uv1co, uv2co, uv3co,
uv_clip, &uv_clip_tot
);
/* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
#if 0
if (uv_clip_tot > 6) {
printf("this should never happen! %d\n", uv_clip_tot);
}
#endif
if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
if (clamp_u) {
CLAMP(bounds_px.xmin, 0, ibuf->x);
CLAMP(bounds_px.xmax, 0, ibuf->x);
}
if (clamp_v) {
CLAMP(bounds_px.ymin, 0, ibuf->y);
CLAMP(bounds_px.ymax, 0, ibuf->y);
}
/* clip face and */
has_isect = 0;
for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
//uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
has_x_isect = 0;
for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
//uv[0] = (((float)x) + 0.5f) / ibuf->x;
uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
/* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
* could check the poly direction but better to do this */
if ((do_backfacecull == TRUE && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
(do_backfacecull == FALSE && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
{
has_x_isect = has_isect = 1;
if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
else screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
/* a pity we need to get the worldspace pixel location here */
if (do_clip) {
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);
if (ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
continue; /* Watch out that no code below this needs to run */
}
}
/* Is this UV visible from the view? - raytrace */
/* project_paint_PickFace is less complex, use for testing */
//if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
if ((ps->do_occlude == FALSE) ||
!project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
{
mask = project_paint_uvpixel_mask(ps, face_index, side, w);
if (mask > 0.0f) {
BLI_linklist_prepend_arena(
bucketPixelNodes,
project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
arena
);
}
}
}
//#if 0
else if (has_x_isect) {
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
break;
}
//#endif
}
#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
/* no intersection for this entire row, after some intersection above means we can quit now */
if (has_x_isect == 0 && has_isect) {
break;
}
#endif
}
}
} while (side--);
#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
int face_seam_flag;
if (ps->thread_tot > 1)
BLI_lock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
face_seam_flag = ps->faceSeamFlags[face_index];
/* are any of our edges un-initialized? */
if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
(face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
(face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
(face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
{
project_face_seams_init(ps, face_index, mf->v4);
face_seam_flag = ps->faceSeamFlags[face_index];
//printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
}
if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
if (ps->thread_tot > 1)
BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
}
else {
/* we have a seam - deal with it! */
/* Now create new UV's for the seam face */
float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
float insetCos[4][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
float fac;
float *vCoSS[4]; /* vertex screenspace coords */
float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
float edge_verts_inset_clip[2][3];
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 */
float seam_subsection[4][2];
float fac1, fac2, ftot;
if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
/* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
if (ps->thread_tot > 1)
BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
vCoSS[0] = ps->screenCoords[mf->v1];
vCoSS[1] = ps->screenCoords[mf->v2];
vCoSS[2] = ps->screenCoords[mf->v3];
if (mf->v4)
vCoSS[3] = ps->screenCoords[mf->v4];
/* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
if (is_ortho) {
if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
else scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
}
else {
if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
else scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
}
side = 0; /* for triangles this wont need to change */
for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
else fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1; /* next fidx in the face (0,1,2) -> (1,2,0) */
if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
{
ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
if (ftot > 0.0f) { /* avoid div by zero */
if (mf->v4) {
if (fidx1 == 2 || fidx2 == 2) side = 1;
else side = 0;
}
fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
/* if the bucket_clip_edges values Z values was kept we could avoid this
* Inset needs to be added so occlusion tests wont hit adjacent faces */
interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
/* bounds between the seam rect and the uvspace bucket pixels */
has_isect = 0;
for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
// uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
has_x_isect = 0;
for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
//uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
/* test we're inside uvspace bucket and triangle bounds */
if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
/* We need to find the closest point along the face edge,
* getting the screen_px_from_*** wont work because our actual location
* is not relevant, since we are outside the face, Use VecLerpf to find
* our location on the side of the face's UV */
#if 0
if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
else screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
#endif
/* Since this is a seam we need to work out where on the line this pixel is */
//fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
fac = line_point_factor_v2(uv, seam_subsection[0], seam_subsection[1]);
if (fac < 0.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[0]); }
else if (fac > 1.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[1]); }
else { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
if (!is_ortho) {
pixelScreenCo[3] = 1.0f;
mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
pixelScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * pixelScreenCo[0] / pixelScreenCo[3];
pixelScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * pixelScreenCo[1] / pixelScreenCo[3];
pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
}
if ((ps->do_occlude == FALSE) ||
!project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
{
/* Only bother calculating the weights if we intersect */
if (ps->do_mask_normal || ps->dm_mtface_clone) {
#if 1
/* get the UV on the line since we want to copy the pixels from there for bleeding */
float uv_close[2];
float fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
if (fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
else if (fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
if (side) {
barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
}
else {
barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
}
#else /* this is buggy with quads, don't use for now */
/* Cheat, we know where we are along the edge so work out the weights from that */
fac = fac1 + (fac * (fac2 - fac1));
w[0] = w[1] = w[2] = 0.0;
if (side) {
w[fidx1 ? fidx1 - 1 : 0] = 1.0f - fac;
w[fidx2 ? fidx2 - 1 : 0] = fac;
}
else {
w[fidx1] = 1.0f - fac;
w[fidx2] = fac;
}
#endif
}
/* a pity we need to get the worldspace pixel location here */
if (do_clip) {
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);
else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
if (ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
continue; /* Watch out that no code below this needs to run */
}
}
mask = project_paint_uvpixel_mask(ps, face_index, side, w);
if (mask > 0.0f) {
BLI_linklist_prepend_arena(
bucketPixelNodes,
project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
arena
);
}
}
}
else if (has_x_isect) {
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
break;
}
}
#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
/* no intersection for this entire row, after some intersection above means we can quit now */
if (has_x_isect == 0 && has_isect) {
break;
}
#endif
}
}
}
}
}
}
}
#endif // PROJ_DEBUG_NOSEAMBLEED
}
/* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
{
/* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
/* 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 */
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 */
bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
/* in case the rect is outside the mesh 2d bounds */
CLAMP(bucketMin[0], 0, ps->buckets_x);
CLAMP(bucketMin[1], 0, ps->buckets_y);
CLAMP(bucketMax[0], 0, ps->buckets_x);
CLAMP(bucketMax[1], 0, ps->buckets_y);
}
/* set bucket_bounds to a screen space-aligned floating point bound-box */
static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
{
bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x)); /* left */
bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y)); /* bottom */
bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height / ps->buckets_y)); /* top */
}
/* Fill this bucket with pixels from the faces that intersect it.
*
* have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
{
LinkNode *node;
int face_index, image_index = 0;
ImBuf *ibuf = NULL;
Image *tpage_last = NULL, *tpage;
Image *ima = NULL;
if (ps->image_tot == 1) {
/* Simple loop, no context switching */
ibuf = ps->projImages[0].ibuf;
ima = ps->projImages[0].ima;
for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
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);
}
}
else {
/* More complicated loop, switch between images */
for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
face_index = GET_INT_FROM_POINTER(node->link);
/* Image context switching */
tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
if (tpage_last != tpage) {
tpage_last = tpage;
for (image_index = 0; image_index < ps->image_tot; image_index++) {
if (ps->projImages[image_index].ima == tpage_last) {
ibuf = ps->projImages[image_index].ibuf;
ima = ps->projImages[image_index].ima;
break;
}
}
}
/* context switching done */
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);
}
}
ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
}
/* We want to know if a bucket and a face overlap in screen-space
*
* Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
* calculated when it might not be needed later, (at the moment at least)
* obviously it shouldn't have bugs though */
static int project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
{
/* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
rctf bucket_bounds;
float p1[2], p2[2], p3[2], p4[2];
float *v, *v1, *v2, *v3, *v4 = NULL;
int fidx;
project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
/* Is one of the faces verts in the bucket bounds? */
fidx = mf->v4 ? 3 : 2;
do {
v = ps->screenCoords[(*(&mf->v1 + fidx))];
if (BLI_in_rctf_v(&bucket_bounds, v)) {
return 1;
}
} while (fidx--);
v1 = ps->screenCoords[mf->v1];
v2 = ps->screenCoords[mf->v2];
v3 = ps->screenCoords[mf->v3];
if (mf->v4) {
v4 = ps->screenCoords[mf->v4];
}
p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
if (mf->v4) {
if (isect_point_quad_v2(p1, v1, v2, v3, v4) ||
isect_point_quad_v2(p2, v1, v2, v3, v4) ||
isect_point_quad_v2(p3, v1, v2, v3, v4) ||
isect_point_quad_v2(p4, v1, v2, v3, v4) ||
/* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
(isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
(isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
(isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
(isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4)))
{
return 1;
}
}
else {
if (isect_point_tri_v2(p1, v1, v2, v3) ||
isect_point_tri_v2(p2, v1, v2, v3) ||
isect_point_tri_v2(p3, v1, v2, v3) ||
isect_point_tri_v2(p4, v1, v2, v3) ||
/* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
(isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||
(isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3)) ||
(isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3)) ||
(isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3)))
{
return 1;
}
}
return 0;
}
/* Add faces to the bucket but don't initialize its pixels
* TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const int face_index)
{
float min[2], max[2], *vCoSS;
int bucketMin[2], bucketMax[2]; /* for ps->bucketRect indexing */
int fidx, bucket_x, bucket_y;
int has_x_isect = -1, has_isect = 0; /* for early loop exit */
MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */
INIT_MINMAX2(min, max);
fidx = mf->v4 ? 3 : 2;
do {
vCoSS = ps->screenCoords[*(&mf->v1 + fidx)];
DO_MINMAX2(vCoSS, min, max);
} while (fidx--);
project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax);
for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) {
has_x_isect = 0;
for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) {
if (project_bucket_face_isect(ps, bucket_x, bucket_y, mf)) {
int bucket_index = bucket_x + (bucket_y * ps->buckets_x);
BLI_linklist_prepend_arena(
&ps->bucketFaces[bucket_index],
SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */
arena
);
has_x_isect = has_isect = 1;
}
else if (has_x_isect) {
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
break;
}
}
/* no intersection for this entire row, after some intersection above means we can quit now */
if (has_x_isect == 0 && has_isect) {
break;
}
}
#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
if (!mf->v4) {
ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
}
**ps->faceSeamUVs[face_index] = FLT_MAX; /* set as uninitialized */
}
#endif
}
static int project_paint_view_clip(View3D *v3d, RegionView3D *rv3d, float *clipsta, float *clipend)
{
int orth = ED_view3d_clip_range_get(v3d, rv3d, clipsta, clipend);
if (orth) { /* only needed for ortho */
float fac = 2.0f / ((*clipend) - (*clipsta));
*clipsta *= fac;
*clipend *= fac;
}
return orth;
}
/* run once per stroke before projection painting */
static void project_paint_begin(ProjPaintState *ps)
{
/* Viewport vars */
float mat[3][3];
float no[3];
float *projScreenCo; /* Note, we could have 4D vectors are only needed for */
float projMargin;
/* Image Vars - keep track of images we have used */
LinkNode *image_LinkList = NULL;
LinkNode *node;
ProjPaintImage *projIma;
Image *tpage_last = NULL, *tpage;
/* Face vars */
MFace *mf;
MTFace *tf;
int a, i; /* generic looping vars */
int image_index = -1, face_index;
MVert *mv;
MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush);
/* ---- end defines ---- */
if (ps->source == PROJ_SRC_VIEW)
ED_view3d_clipping_local(ps->rv3d, ps->ob->obmat); /* faster clipping lookups */
/* paint onto the derived mesh */
/* Workaround for subsurf selection, try the display mesh first */
if (ps->source == PROJ_SRC_IMAGE_CAM) {
/* using render mesh, assume only camera was rendered from */
ps->dm = mesh_create_derived_render(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
ps->dm_release = TRUE;
}
else if (ps->ob->derivedFinal && CustomData_has_layer(&ps->ob->derivedFinal->faceData, CD_MTFACE)) {
ps->dm = ps->ob->derivedFinal;
ps->dm_release = FALSE;
}
else {
ps->dm = mesh_get_derived_final(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
ps->dm_release = TRUE;
}
if (!CustomData_has_layer(&ps->dm->faceData, CD_MTFACE) ) {
if (ps->dm_release)
ps->dm->release(ps->dm);
ps->dm = NULL;
return;
}
ps->dm_mvert = ps->dm->getVertArray(ps->dm);
ps->dm_mface = ps->dm->getTessFaceArray(ps->dm);
ps->dm_mtface = ps->dm->getTessFaceDataArray(ps->dm, CD_MTFACE);
ps->dm_totvert = ps->dm->getNumVerts(ps->dm);
ps->dm_totface = ps->dm->getNumTessFaces(ps->dm);
/* use clone mtface? */
/* Note, use the original mesh for getting the clone and mask layer index
* this avoids re-generating the derived mesh just to get the new index */
if (ps->do_layer_clone) {
//int layer_num = CustomData_get_clone_layer(&ps->dm->faceData, CD_MTFACE);
int layer_num = CustomData_get_clone_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE);
if (layer_num != -1)
ps->dm_mtface_clone = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
if (ps->dm_mtface_clone == NULL || ps->dm_mtface_clone == ps->dm_mtface) {
ps->do_layer_clone = FALSE;
ps->dm_mtface_clone = NULL;
printf("ACK!\n");
}
}
if (ps->do_layer_stencil) {
//int layer_num = CustomData_get_stencil_layer(&ps->dm->faceData, CD_MTFACE);
int layer_num = CustomData_get_stencil_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE);
if (layer_num != -1)
ps->dm_mtface_stencil = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
if (ps->dm_mtface_stencil == NULL || ps->dm_mtface_stencil == ps->dm_mtface) {
ps->do_layer_stencil = FALSE;
ps->dm_mtface_stencil = NULL;
}
}
/* when using subsurf or multires, mface arrays are thrown away, we need to keep a copy */
if (ps->dm->type != DM_TYPE_CDDM) {
ps->dm_mvert = MEM_dupallocN(ps->dm_mvert);
ps->dm_mface = MEM_dupallocN(ps->dm_mface);
/* looks like these are ok for now.*/
#if 0
ps->dm_mtface = MEM_dupallocN(ps->dm_mtface);
ps->dm_mtface_clone = MEM_dupallocN(ps->dm_mtface_clone);
ps->dm_mtface_stencil = MEM_dupallocN(ps->dm_mtface_stencil);
#endif
}
ps->viewDir[0] = 0.0f;
ps->viewDir[1] = 0.0f;
ps->viewDir[2] = 1.0f;
{
float viewmat[4][4];
float viewinv[4][4];
invert_m4_m4(ps->ob->imat, ps->ob->obmat);
if (ps->source == PROJ_SRC_VIEW) {
/* normal drawing */
ps->winx = ps->ar->winx;
ps->winy = ps->ar->winy;
copy_m4_m4(viewmat, ps->rv3d->viewmat);
copy_m4_m4(viewinv, ps->rv3d->viewinv);
ED_view3d_ob_project_mat_get(ps->rv3d, ps->ob, ps->projectMat);
ps->is_ortho = project_paint_view_clip(ps->v3d, ps->rv3d, &ps->clipsta, &ps->clipend);
}
else {
/* re-projection */
float winmat[4][4];
float vmat[4][4];
ps->winx = ps->reproject_ibuf->x;
ps->winy = ps->reproject_ibuf->y;
if (ps->source == PROJ_SRC_IMAGE_VIEW) {
/* image stores camera data, tricky */
IDProperty *idgroup = IDP_GetProperties(&ps->reproject_image->id, 0);
IDProperty *view_data = IDP_GetPropertyFromGroup(idgroup, PROJ_VIEW_DATA_ID);
float *array = (float *)IDP_Array(view_data);
/* use image array, written when creating image */
memcpy(winmat, array, sizeof(winmat)); array += sizeof(winmat) / sizeof(float);
memcpy(viewmat, array, sizeof(viewmat)); array += sizeof(viewmat) / sizeof(float);
ps->clipsta = array[0];
ps->clipend = array[1];
ps->is_ortho = array[2] ? 1 : 0;
invert_m4_m4(viewinv, viewmat);
}
else if (ps->source == PROJ_SRC_IMAGE_CAM) {
Object *cam_ob = ps->scene->camera;
CameraParams params;
/* viewmat & viewinv */
copy_m4_m4(viewinv, cam_ob->obmat);
normalize_m4(viewinv);
invert_m4_m4(viewmat, viewinv);
/* window matrix, clipping and ortho */
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, cam_ob);
BKE_camera_params_compute_viewplane(&params, ps->winx, ps->winy, 1.0f, 1.0f);
BKE_camera_params_compute_matrix(&params);
copy_m4_m4(winmat, params.winmat);
ps->clipsta = params.clipsta;
ps->clipend = params.clipend;
ps->is_ortho = params.is_ortho;
}
/* same as view3d_get_object_project_mat */
mult_m4_m4m4(vmat, viewmat, ps->ob->obmat);
mult_m4_m4m4(ps->projectMat, winmat, vmat);
}
/* viewDir - object relative */
invert_m4_m4(ps->ob->imat, ps->ob->obmat);
copy_m3_m4(mat, viewinv);
mul_m3_v3(mat, ps->viewDir);
copy_m3_m4(mat, ps->ob->imat);
mul_m3_v3(mat, ps->viewDir);
normalize_v3(ps->viewDir);
/* viewPos - object relative */
copy_v3_v3(ps->viewPos, viewinv[3]);
copy_m3_m4(mat, ps->ob->imat);
mul_m3_v3(mat, ps->viewPos);
add_v3_v3(ps->viewPos, ps->ob->imat[3]);
}
/* calculate vert screen coords
* run this early so we can calculate the x/y resolution of our bucket rect */
INIT_MINMAX2(ps->screenMin, ps->screenMax);
ps->screenCoords = MEM_mallocN(sizeof(float) * ps->dm_totvert * 4, "ProjectPaint ScreenVerts");
projScreenCo = *ps->screenCoords;
if (ps->is_ortho) {
for (a = 0, mv = ps->dm_mvert; a < ps->dm_totvert; a++, mv++, projScreenCo += 4) {
mul_v3_m4v3(projScreenCo, ps->projectMat, mv->co);
/* screen space, not clamped */
projScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * projScreenCo[0];
projScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * projScreenCo[1];
DO_MINMAX2(projScreenCo, ps->screenMin, ps->screenMax);
}
}
else {
for (a = 0, mv = ps->dm_mvert; a < ps->dm_totvert; a++, mv++, projScreenCo += 4) {
copy_v3_v3(projScreenCo, mv->co);
projScreenCo[3] = 1.0f;
mul_m4_v4(ps->projectMat, projScreenCo);
if (projScreenCo[3] > ps->clipsta) {
/* screen space, not clamped */
projScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * projScreenCo[0] / projScreenCo[3];
projScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * projScreenCo[1] / projScreenCo[3];
projScreenCo[2] = projScreenCo[2] / projScreenCo[3]; /* Use the depth for bucket point occlusion */
DO_MINMAX2(projScreenCo, ps->screenMin, ps->screenMax);
}
else {
/* TODO - deal with cases where 1 side of a face goes behind the view ?
*
* After some research this is actually very tricky, only option is to
* clip the derived mesh before painting, which is a Pain */
projScreenCo[0] = FLT_MAX;
}
}
}
/* If this border is not added we get artifacts for faces that
* have a parallel edge and at the bounds of the the 2D projected verts eg
* - a single screen aligned quad */
projMargin = (ps->screenMax[0] - ps->screenMin[0]) * 0.000001f;
ps->screenMax[0] += projMargin;
ps->screenMin[0] -= projMargin;
projMargin = (ps->screenMax[1] - ps->screenMin[1]) * 0.000001f;
ps->screenMax[1] += projMargin;
ps->screenMin[1] -= projMargin;
if (ps->source == PROJ_SRC_VIEW) {
#ifdef PROJ_DEBUG_WINCLIP
CLAMP(ps->screenMin[0], (float)(-diameter), (float)(ps->winx + diameter));
CLAMP(ps->screenMax[0], (float)(-diameter), (float)(ps->winx + diameter));
CLAMP(ps->screenMin[1], (float)(-diameter), (float)(ps->winy + diameter));
CLAMP(ps->screenMax[1], (float)(-diameter), (float)(ps->winy + diameter));
#endif
}
else { /* re-projection, use bounds */
ps->screenMin[0] = 0;
ps->screenMax[0] = (float)(ps->winx);
ps->screenMin[1] = 0;
ps->screenMax[1] = (float)(ps->winy);
}
/* only for convenience */
ps->screen_width = ps->screenMax[0] - ps->screenMin[0];
ps->screen_height = ps->screenMax[1] - ps->screenMin[1];
ps->buckets_x = (int)(ps->screen_width / (((float)diameter) / PROJ_BUCKET_BRUSH_DIV));
ps->buckets_y = (int)(ps->screen_height / (((float)diameter) / PROJ_BUCKET_BRUSH_DIV));
/* printf("\tscreenspace bucket division x:%d y:%d\n", ps->buckets_x, ps->buckets_y); */
/* really high values could cause problems since it has to allocate a few
* (ps->buckets_x*ps->buckets_y) sized arrays */
CLAMP(ps->buckets_x, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX);
CLAMP(ps->buckets_y, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX);
ps->bucketRect = (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y, "paint-bucketRect");
ps->bucketFaces = (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y, "paint-bucketFaces");
ps->bucketFlags = (unsigned char *)MEM_callocN(sizeof(char) * ps->buckets_x * ps->buckets_y, "paint-bucketFaces");
#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
ps->vertFaces = (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->dm_totvert, "paint-vertFaces");
ps->faceSeamFlags = (char *)MEM_callocN(sizeof(char) * ps->dm_totface, "paint-faceSeamFlags");
ps->faceSeamUVs = MEM_mallocN(sizeof(float) * ps->dm_totface * 8, "paint-faceSeamUVs");
}
#endif
/* Thread stuff
*
* very small brushes run a lot slower multithreaded since the advantage with
* threads is being able to fill in multiple buckets at once.
* Only use threads for bigger brushes. */
if (ps->scene->r.mode & R_FIXED_THREADS) {
ps->thread_tot = ps->scene->r.threads;
}
else {
ps->thread_tot = BLI_system_thread_count();
}
for (a = 0; a < ps->thread_tot; a++) {
ps->arena_mt[a] = BLI_memarena_new(1 << 16, "project paint arena");
}
arena = ps->arena_mt[0];
if (ps->do_backfacecull && ps->do_mask_normal) {
float viewDirPersp[3];
ps->vertFlags = MEM_callocN(sizeof(char) * ps->dm_totvert, "paint-vertFlags");
for (a = 0, mv = ps->dm_mvert; a < ps->dm_totvert; a++, mv++) {
normal_short_to_float_v3(no, mv->no);
if (ps->is_ortho) {
if (angle_normalized_v3v3(ps->viewDir, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */
ps->vertFlags[a] |= PROJ_VERT_CULL;
}
}
else {
sub_v3_v3v3(viewDirPersp, ps->viewPos, mv->co);
normalize_v3(viewDirPersp);
if (angle_normalized_v3v3(viewDirPersp, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */
ps->vertFlags[a] |= PROJ_VERT_CULL;
}
}
}
}
for (face_index = 0, tf = ps->dm_mtface, mf = ps->dm_mface; face_index < ps->dm_totface; mf++, tf++, face_index++) {
#ifndef PROJ_DEBUG_NOSEAMBLEED
/* add face user if we have bleed enabled, set the UV seam flags later */
/* annoying but we need to add all faces even ones we never use elsewhere */
if (ps->seam_bleed_px > 0.0f) {
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v1], SET_INT_IN_POINTER(face_index), arena);
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v2], SET_INT_IN_POINTER(face_index), arena);
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v3], SET_INT_IN_POINTER(face_index), arena);
if (mf->v4) {
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v4], SET_INT_IN_POINTER(face_index), arena);
}
}
#endif
tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
if (tpage && ((((Mesh *)ps->ob->data)->editflag & ME_EDIT_PAINT_MASK) == 0 || mf->flag & ME_FACE_SEL)) {
float *v1coSS, *v2coSS, *v3coSS, *v4coSS = NULL;
v1coSS = ps->screenCoords[mf->v1];
v2coSS = ps->screenCoords[mf->v2];
v3coSS = ps->screenCoords[mf->v3];
if (mf->v4) {
v4coSS = ps->screenCoords[mf->v4];
}
if (!ps->is_ortho) {
if (v1coSS[0] == FLT_MAX ||
v2coSS[0] == FLT_MAX ||
v3coSS[0] == FLT_MAX ||
(mf->v4 && v4coSS[0] == FLT_MAX))
{
continue;
}
}
#ifdef PROJ_DEBUG_WINCLIP
/* ignore faces outside the view */
if (
(v1coSS[0] < ps->screenMin[0] &&
v2coSS[0] < ps->screenMin[0] &&
v3coSS[0] < ps->screenMin[0] &&
(mf->v4 && v4coSS[0] < ps->screenMin[0])) ||
(v1coSS[0] > ps->screenMax[0] &&
v2coSS[0] > ps->screenMax[0] &&
v3coSS[0] > ps->screenMax[0] &&
(mf->v4 && v4coSS[0] > ps->screenMax[0])) ||
(v1coSS[1] < ps->screenMin[1] &&
v2coSS[1] < ps->screenMin[1] &&
v3coSS[1] < ps->screenMin[1] &&
(mf->v4 && v4coSS[1] < ps->screenMin[1])) ||
(v1coSS[1] > ps->screenMax[1] &&
v2coSS[1] > ps->screenMax[1] &&
v3coSS[1] > ps->screenMax[1] &&
(mf->v4 && v4coSS[1] > ps->screenMax[1]))
)
{
continue;
}
#endif //PROJ_DEBUG_WINCLIP
if (ps->do_backfacecull) {
if (ps->do_mask_normal) {
/* Since we are interpolating the normals of faces, we want to make
* sure all the verts are pointing away from the view,
* not just the face */
if ((ps->vertFlags[mf->v1] & PROJ_VERT_CULL) &&
(ps->vertFlags[mf->v2] & PROJ_VERT_CULL) &&
(ps->vertFlags[mf->v3] & PROJ_VERT_CULL) &&
(mf->v4 == 0 || ps->vertFlags[mf->v4] & PROJ_VERT_CULL)
)
{
continue;
}
}
else {
if (line_point_side_v2(v1coSS, v2coSS, v3coSS) < 0.0f) {
continue;
}
}
}
if (tpage_last != tpage) {
image_index = BLI_linklist_index(image_LinkList, tpage);
if (image_index == -1 && BKE_image_get_ibuf(tpage, NULL)) { /* MemArena dosnt have an append func */
BLI_linklist_append(&image_LinkList, tpage);
image_index = ps->image_tot;
ps->image_tot++;
}
tpage_last = tpage;
}
if (image_index != -1) {
/* Initialize the faces screen pixels */
/* Add this to a list to initialize later */
project_paint_delayed_face_init(ps, mf, face_index);
}
}
}
/* build an array of images we use*/
projIma = ps->projImages = (ProjPaintImage *)BLI_memarena_alloc(arena, sizeof(ProjPaintImage) * ps->image_tot);
for (node = image_LinkList, i = 0; node; node = node->next, i++, projIma++) {
projIma->ima = node->link;
projIma->touch = 0;
projIma->ibuf = BKE_image_get_ibuf(projIma->ima, NULL);
projIma->partRedrawRect = BLI_memarena_alloc(arena, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
memset(projIma->partRedrawRect, 0, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
}
/* we have built the array, discard the linked list */
BLI_linklist_free(image_LinkList, NULL);
}
static void project_paint_begin_clone(ProjPaintState *ps, int mouse[2])
{
/* setup clone offset */
if (ps->tool == PAINT_TOOL_CLONE) {
float projCo[4];
copy_v3_v3(projCo, give_cursor(ps->scene, ps->v3d));
mul_m4_v3(ps->ob->imat, projCo);
projCo[3] = 1.0f;
mul_m4_v4(ps->projectMat, projCo);
ps->cloneOffset[0] = mouse[0] - ((float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * projCo[0] / projCo[3]);
ps->cloneOffset[1] = mouse[1] - ((float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * projCo[1] / projCo[3]);
}
}
static void project_paint_end(ProjPaintState *ps)
{
int a;
/* build undo data from original pixel colors */
if (U.uiflag & USER_GLOBALUNDO) {
ProjPixel *projPixel;
ImBuf *tmpibuf = NULL, *tmpibuf_float = NULL;
LinkNode *pixel_node;
void *tilerect;
MemArena *arena = ps->arena_mt[0]; /* threaded arena re-used for non threaded case */
int bucket_tot = (ps->buckets_x * ps->buckets_y); /* we could get an X/Y but easier to loop through all possible buckets */
int bucket_index;
int tile_index;
int x_round, y_round;
int x_tile, y_tile;
int is_float = -1;
/* context */
ProjPaintImage *last_projIma;
int last_image_index = -1;
int last_tile_width = 0;
for (a = 0, last_projIma = ps->projImages; a < ps->image_tot; a++, last_projIma++) {
int size = sizeof(void **) * IMAPAINT_TILE_NUMBER(last_projIma->ibuf->x) * IMAPAINT_TILE_NUMBER(last_projIma->ibuf->y);
last_projIma->undoRect = (void **) BLI_memarena_alloc(arena, size);
memset(last_projIma->undoRect, 0, size);
last_projIma->ibuf->userflags |= IB_BITMAPDIRTY;
}
for (bucket_index = 0; bucket_index < bucket_tot; bucket_index++) {
/* loop through all pixels */
for (pixel_node = ps->bucketRect[bucket_index]; pixel_node; pixel_node = pixel_node->next) {
/* ok we have a pixel, was it modified? */
projPixel = (ProjPixel *)pixel_node->link;
if (last_image_index != projPixel->image_index) {
/* set the context */
last_image_index = projPixel->image_index;
last_projIma = ps->projImages + last_image_index;
last_tile_width = IMAPAINT_TILE_NUMBER(last_projIma->ibuf->x);
is_float = last_projIma->ibuf->rect_float ? 1 : 0;
}
if ((is_float == 0 && projPixel->origColor.uint != *projPixel->pixel.uint_pt) ||
(is_float == 1 &&
(projPixel->origColor.f[0] != projPixel->pixel.f_pt[0] ||
projPixel->origColor.f[1] != projPixel->pixel.f_pt[1] ||
projPixel->origColor.f[2] != projPixel->pixel.f_pt[2] ||
projPixel->origColor.f[3] != projPixel->pixel.f_pt[3]))
)
{
x_tile = projPixel->x_px >> IMAPAINT_TILE_BITS;
y_tile = projPixel->y_px >> IMAPAINT_TILE_BITS;
x_round = x_tile * IMAPAINT_TILE_SIZE;
y_round = y_tile * IMAPAINT_TILE_SIZE;
tile_index = x_tile + y_tile * last_tile_width;
if (last_projIma->undoRect[tile_index] == NULL) {
/* add the undo tile from the modified image, then write the original colors back into it */
tilerect = last_projIma->undoRect[tile_index] = image_undo_push_tile(last_projIma->ima, last_projIma->ibuf, is_float ? (&tmpibuf_float) : (&tmpibuf), x_tile, y_tile);
}
else {
tilerect = last_projIma->undoRect[tile_index];
}
/* This is a BIT ODD, but overwrite the undo tiles image info with this pixels original color
* because allocating the tiles along the way slows down painting */
if (is_float) {
float *rgba_fp = (float *)tilerect + (((projPixel->x_px - x_round) + (projPixel->y_px - y_round) * IMAPAINT_TILE_SIZE)) * 4;
copy_v4_v4(rgba_fp, projPixel->origColor.f);
}
else {
((unsigned int *)tilerect)[(projPixel->x_px - x_round) + (projPixel->y_px - y_round) * IMAPAINT_TILE_SIZE] = projPixel->origColor.uint;
}
}
}
}
if (tmpibuf) IMB_freeImBuf(tmpibuf);
if (tmpibuf_float) IMB_freeImBuf(tmpibuf_float);
}
/* done calculating undo data */
MEM_freeN(ps->screenCoords);
MEM_freeN(ps->bucketRect);
MEM_freeN(ps->bucketFaces);
MEM_freeN(ps->bucketFlags);
#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
MEM_freeN(ps->vertFaces);
MEM_freeN(ps->faceSeamFlags);
MEM_freeN(ps->faceSeamUVs);
}
#endif
if (ps->vertFlags) MEM_freeN(ps->vertFlags);
for (a = 0; a < ps->thread_tot; a++) {
BLI_memarena_free(ps->arena_mt[a]);
}
/* copy for subsurf/multires, so throw away */
if (ps->dm->type != DM_TYPE_CDDM) {
if (ps->dm_mvert) MEM_freeN(ps->dm_mvert);
if (ps->dm_mface) MEM_freeN(ps->dm_mface);
/* looks like these don't need copying */
#if 0
if (ps->dm_mtface) MEM_freeN(ps->dm_mtface);
if (ps->dm_mtface_clone) MEM_freeN(ps->dm_mtface_clone);
if (ps->dm_mtface_stencil) MEM_freeN(ps->dm_mtface_stencil);
#endif
}
if (ps->dm_release)
ps->dm->release(ps->dm);
}
/* 1= an undo, -1 is a redo. */
static void partial_redraw_array_init(ImagePaintPartialRedraw *pr)
{
int tot = PROJ_BOUNDBOX_SQUARED;
while (tot--) {
pr->x1 = 10000000;
pr->y1 = 10000000;
pr->x2 = -1;
pr->y2 = -1;
pr->enabled = 1;
pr++;
}
}
static int partial_redraw_array_merge(ImagePaintPartialRedraw *pr, ImagePaintPartialRedraw *pr_other, int tot)
{
int touch = 0;
while (tot--) {
pr->x1 = MIN2(pr->x1, pr_other->x1);
pr->y1 = MIN2(pr->y1, pr_other->y1);
pr->x2 = MAX2(pr->x2, pr_other->x2);
pr->y2 = MAX2(pr->y2, pr_other->y2);
if (pr->x2 != -1)
touch = 1;
pr++; pr_other++;
}
return touch;
}
/* Loop over all images on this mesh and update any we have touched */
static int project_image_refresh_tagged(ProjPaintState *ps)
{
ImagePaintPartialRedraw *pr;
ProjPaintImage *projIma;
int a, i;
int redraw = 0;
for (a = 0, projIma = ps->projImages; a < ps->image_tot; a++, projIma++) {
if (projIma->touch) {
/* look over each bound cell */
for (i = 0; i < PROJ_BOUNDBOX_SQUARED; i++) {
pr = &(projIma->partRedrawRect[i]);
if (pr->x2 != -1) { /* TODO - use 'enabled' ? */
imapaintpartial = *pr;
imapaint_image_update(NULL, projIma->ima, projIma->ibuf, 1); /*last 1 is for texpaint*/
redraw = 1;
}
}
projIma->touch = 0; /* clear for reuse */
}
}
return redraw;
}
/* run this per painting onto each mouse location */
static int project_bucket_iter_init(ProjPaintState *ps, const float mval_f[2])
{
if (ps->source == PROJ_SRC_VIEW) {
float min_brush[2], max_brush[2];
const float radius = (float)BKE_brush_size_get(ps->scene, ps->brush);
/* so we don't have a bucket bounds that is way too small to paint into */
// if (radius < 1.0f) radius = 1.0f; // this doesn't work yet :/
min_brush[0] = mval_f[0] - radius;
min_brush[1] = mval_f[1] - radius;
max_brush[0] = mval_f[0] + radius;
max_brush[1] = mval_f[1] + radius;
/* offset to make this a valid bucket index */
project_paint_bucket_bounds(ps, min_brush, max_brush, ps->bucketMin, ps->bucketMax);
/* mouse outside the model areas? */
if (ps->bucketMin[0] == ps->bucketMax[0] || ps->bucketMin[1] == ps->bucketMax[1]) {
return 0;
}
ps->context_bucket_x = ps->bucketMin[0];
ps->context_bucket_y = ps->bucketMin[1];
}
else { /* reproject: PROJ_SRC_* */
ps->bucketMin[0] = 0;
ps->bucketMin[1] = 0;
ps->bucketMax[0] = ps->buckets_x;
ps->bucketMax[1] = ps->buckets_y;
ps->context_bucket_x = 0;
ps->context_bucket_y = 0;
}
return 1;
}
static int project_bucket_iter_next(ProjPaintState *ps, int *bucket_index, rctf *bucket_bounds, const float mval[2])
{
const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush);
if (ps->thread_tot > 1)
BLI_lock_thread(LOCK_CUSTOM1);
//printf("%d %d\n", ps->context_bucket_x, ps->context_bucket_y);
for (; ps->context_bucket_y < ps->bucketMax[1]; ps->context_bucket_y++) {
for (; ps->context_bucket_x < ps->bucketMax[0]; ps->context_bucket_x++) {
/* use bucket_bounds for project_bucket_isect_circle and project_bucket_init*/
project_bucket_bounds(ps, ps->context_bucket_x, ps->context_bucket_y, bucket_bounds);
if ((ps->source != PROJ_SRC_VIEW) ||
project_bucket_isect_circle(mval, (float)(diameter * diameter), bucket_bounds))
{
*bucket_index = ps->context_bucket_x + (ps->context_bucket_y * ps->buckets_x);
ps->context_bucket_x++;
if (ps->thread_tot > 1)
BLI_unlock_thread(LOCK_CUSTOM1);
return 1;
}
}
ps->context_bucket_x = ps->bucketMin[0];
}
if (ps->thread_tot > 1)
BLI_unlock_thread(LOCK_CUSTOM1);
return 0;
}
/* Each thread gets one of these, also used as an argument to pass to project_paint_op */
typedef struct ProjectHandle {
/* args */
ProjPaintState *ps;
float prevmval[2];
float mval[2];
/* annoying but we need to have image bounds per thread, then merge into ps->projectPartialRedraws */
ProjPaintImage *projImages; /* array of partial redraws */
/* thread settings */
int thread_index;
} ProjectHandle;
static void blend_color_mix(unsigned char *cp, const unsigned char *cp1, const unsigned char *cp2, const int fac)
{
/* this and other blending modes previously used >>8 instead of /255. both
* are not equivalent (>>8 is /256), and the former results in rounding
* errors that can turn colors black fast after repeated blending */
const int mfac = 255 - fac;
cp[0] = (mfac * cp1[0] + fac * cp2[0]) / 255;
cp[1] = (mfac * cp1[1] + fac * cp2[1]) / 255;
cp[2] = (mfac * cp1[2] + fac * cp2[2]) / 255;
cp[3] = (mfac * cp1[3] + fac * cp2[3]) / 255;
}
static void blend_color_mix_float(float *cp, const float *cp1, const float *cp2, const float fac)
{
const float mfac = 1.0f - fac;
cp[0] = mfac * cp1[0] + fac * cp2[0];
cp[1] = mfac * cp1[1] + fac * cp2[1];
cp[2] = mfac * cp1[2] + fac * cp2[2];
cp[3] = mfac * cp1[3] + fac * cp2[3];
}
static void blend_color_mix_accum(unsigned char *cp, const unsigned char *cp1, const unsigned char *cp2, const int fac)
{
/* this and other blending modes previously used >>8 instead of /255. both
* are not equivalent (>>8 is /256), and the former results in rounding
* errors that can turn colors black fast after repeated blending */
const int mfac = 255 - fac;
const int alpha = cp1[3] + ((fac * cp2[3]) / 255);
cp[0] = (mfac * cp1[0] + fac * cp2[0]) / 255;
cp[1] = (mfac * cp1[1] + fac * cp2[1]) / 255;
cp[2] = (mfac * cp1[2] + fac * cp2[2]) / 255;
cp[3] = alpha > 255 ? 255 : alpha;
}
static void do_projectpaint_clone(ProjPaintState *ps, ProjPixel *projPixel, float alpha, float mask)
{
if (ps->is_airbrush == 0 && mask < 1.0f) {
projPixel->newColor.uint = IMB_blend_color(projPixel->newColor.uint, ((ProjPixelClone *)projPixel)->clonepx.uint, (int)(alpha * 255), ps->blend);
blend_color_mix(projPixel->pixel.ch_pt, projPixel->origColor.ch, projPixel->newColor.ch, (int)(mask * 255));
}
else {
*projPixel->pixel.uint_pt = IMB_blend_color(*projPixel->pixel.uint_pt, ((ProjPixelClone *)projPixel)->clonepx.uint, (int)(alpha * mask * 255), ps->blend);
}
}
static void do_projectpaint_clone_f(ProjPaintState *ps, ProjPixel *projPixel, float alpha, float mask)
{
if (ps->is_airbrush == 0 && mask < 1.0f) {
IMB_blend_color_float(projPixel->newColor.f, projPixel->newColor.f, ((ProjPixelClone *)projPixel)->clonepx.f, alpha, ps->blend);
blend_color_mix_float(projPixel->pixel.f_pt, projPixel->origColor.f, projPixel->newColor.f, mask);
}
else {
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, ((ProjPixelClone *)projPixel)->clonepx.f, alpha * mask, ps->blend);
}
}
/* do_projectpaint_smear*
*
* note, mask is used to modify the alpha here, this is not correct since it allows
* accumulation of color greater then 'projPixel->mask' however in the case of smear its not
* really that important to be correct as it is with clone and painting
*/
static void do_projectpaint_smear(ProjPaintState *ps, ProjPixel *projPixel, float alpha, float mask, MemArena *smearArena, LinkNode **smearPixels, float co[2])
{
unsigned char rgba_ub[4];
if (project_paint_PickColor(ps, co, NULL, rgba_ub, 1) == 0)
return;
/* ((ProjPixelClone *)projPixel)->clonepx.uint = IMB_blend_color(*projPixel->pixel.uint_pt, *((unsigned int *)rgba_ub), (int)(alpha*mask*255), ps->blend); */
blend_color_mix(((ProjPixelClone *)projPixel)->clonepx.ch, projPixel->pixel.ch_pt, rgba_ub, (int)(alpha * mask * 255));
BLI_linklist_prepend_arena(smearPixels, (void *)projPixel, smearArena);
}
static void do_projectpaint_smear_f(ProjPaintState *ps, ProjPixel *projPixel, float alpha, float mask, MemArena *smearArena, LinkNode **smearPixels_f, float co[2])
{
float rgba[4];
if (project_paint_PickColor(ps, co, rgba, NULL, 1) == 0)
return;
/* (ProjPixelClone *)projPixel)->clonepx.uint = IMB_blend_color(*((unsigned int *)rgba_smear), *((unsigned int *)rgba_ub), (int)(alpha*mask*255), ps->blend); */
blend_color_mix_float(((ProjPixelClone *)projPixel)->clonepx.f, projPixel->pixel.f_pt, rgba, alpha * mask);
BLI_linklist_prepend_arena(smearPixels_f, (void *)projPixel, smearArena);
}
static void do_projectpaint_draw(ProjPaintState *ps, ProjPixel *projPixel, const float rgba[4], float alpha, float mask)
{
unsigned char rgba_ub[4];
if (ps->is_texbrush) {
rgba_ub[0] = FTOCHAR(rgba[0] * ps->brush->rgb[0]);
rgba_ub[1] = FTOCHAR(rgba[1] * ps->brush->rgb[1]);
rgba_ub[2] = FTOCHAR(rgba[2] * ps->brush->rgb[2]);
rgba_ub[3] = FTOCHAR(rgba[3]);
}
else {
IMAPAINT_FLOAT_RGB_TO_CHAR(rgba_ub, ps->brush->rgb);
rgba_ub[3] = 255;
}
if (ps->is_airbrush == 0 && mask < 1.0f) {
projPixel->newColor.uint = IMB_blend_color(projPixel->newColor.uint, *((unsigned int *)rgba_ub), (int)(alpha * 255), ps->blend);
blend_color_mix(projPixel->pixel.ch_pt, projPixel->origColor.ch, projPixel->newColor.ch, (int)(mask * 255));
}
else {
*projPixel->pixel.uint_pt = IMB_blend_color(*projPixel->pixel.uint_pt, *((unsigned int *)rgba_ub), (int)(alpha * mask * 255), ps->blend);
}
}
static void do_projectpaint_draw_f(ProjPaintState *ps, ProjPixel *projPixel, float rgba[4], float alpha, float mask, int use_color_correction)
{
if (ps->is_texbrush) {
/* rgba already holds a texture result here from higher level function */
if (use_color_correction) {
float rgba_br[3];
srgb_to_linearrgb_v3_v3(rgba_br, ps->brush->rgb);
mul_v3_v3(rgba, rgba_br);
}
else {
mul_v3_v3(rgba, ps->brush->rgb);
}
}
else {
if (use_color_correction) {
srgb_to_linearrgb_v3_v3(rgba, ps->brush->rgb);
}
else {
copy_v3_v3(rgba, ps->brush->rgb);
}
rgba[3] = 1.0;
}
if (ps->is_airbrush == 0 && mask < 1.0f) {
IMB_blend_color_float(projPixel->newColor.f, projPixel->newColor.f, rgba, alpha, ps->blend);
blend_color_mix_float(projPixel->pixel.f_pt, projPixel->origColor.f, projPixel->newColor.f, mask);
}
else {
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, rgba, alpha * mask, ps->blend);
}
}
/* run this for single and multithreaded painting */
static void *do_projectpaint_thread(void *ph_v)
{
/* First unpack args from the struct */
ProjPaintState *ps = ((ProjectHandle *)ph_v)->ps;
ProjPaintImage *projImages = ((ProjectHandle *)ph_v)->projImages;
const float *lastpos = ((ProjectHandle *)ph_v)->prevmval;
const float *pos = ((ProjectHandle *)ph_v)->mval;
const int thread_index = ((ProjectHandle *)ph_v)->thread_index;
/* Done with args from ProjectHandle */
LinkNode *node;
ProjPixel *projPixel;
int last_index = -1;
ProjPaintImage *last_projIma = NULL;
ImagePaintPartialRedraw *last_partial_redraw_cell;
float rgba[4], alpha, dist_nosqrt, dist;
float falloff;
int bucket_index;
int is_floatbuf = 0;
int use_color_correction = FALSE;
const short tool = ps->tool;
rctf bucket_bounds;
/* for smear only */
float pos_ofs[2] = {0};
float co[2];
float mask = 1.0f; /* airbrush wont use mask */
unsigned short mask_short;
const float radius = (float)BKE_brush_size_get(ps->scene, ps->brush);
const float radius_squared = radius * radius; /* avoid a square root with every dist comparison */
short lock_alpha = ELEM(ps->brush->blend, IMB_BLEND_ERASE_ALPHA, IMB_BLEND_ADD_ALPHA) ? 0 : ps->brush->flag & BRUSH_LOCK_ALPHA;
LinkNode *smearPixels = NULL;
LinkNode *smearPixels_f = NULL;
MemArena *smearArena = NULL; /* mem arena for this brush projection only */
if (tool == PAINT_TOOL_SMEAR) {
pos_ofs[0] = pos[0] - lastpos[0];
pos_ofs[1] = pos[1] - lastpos[1];
smearArena = BLI_memarena_new(1 << 16, "paint smear arena");
}
/* printf("brush bounds %d %d %d %d\n", bucketMin[0], bucketMin[1], bucketMax[0], bucketMax[1]); */
while (project_bucket_iter_next(ps, &bucket_index, &bucket_bounds, pos)) {
/* Check this bucket and its faces are initialized */
if (ps->bucketFlags[bucket_index] == PROJ_BUCKET_NULL) {
/* No pixels initialized */
project_bucket_init(ps, thread_index, bucket_index, &bucket_bounds);
}
if (ps->source != PROJ_SRC_VIEW) {
/* Re-Projection, simple, no brushes! */
for (node = ps->bucketRect[bucket_index]; node; node = node->next) {
projPixel = (ProjPixel *)node->link;
bicubic_interpolation_color(ps->reproject_ibuf, projPixel->newColor.ch, NULL, projPixel->projCoSS[0], projPixel->projCoSS[1]);
if (projPixel->newColor.ch[3]) {
mask = ((float)projPixel->mask) / 65535.0f;
blend_color_mix_accum(projPixel->pixel.ch_pt, projPixel->origColor.ch, projPixel->newColor.ch, (int)(mask * projPixel->newColor.ch[3]));
}
}
}
else {
/* Normal brush painting */
for (node = ps->bucketRect[bucket_index]; node; node = node->next) {
projPixel = (ProjPixel *)node->link;
dist_nosqrt = len_squared_v2v2(projPixel->projCoSS, pos);
/*if (dist < radius) {*/ /* correct but uses a sqrtf */
if (dist_nosqrt <= radius_squared) {
dist = sqrtf(dist_nosqrt);
falloff = BKE_brush_curve_strength_clamp(ps->brush, dist, radius);
if (falloff > 0.0f) {
if (ps->is_texbrush) {
/* note, for clone and smear, we only use the alpha, could be a special function */
BKE_brush_sample_tex(ps->scene, ps->brush, projPixel->projCoSS, rgba, thread_index);
alpha = rgba[3];
}
else {
alpha = 1.0f;
}
if (ps->is_airbrush) {
/* for an aurbrush there is no real mask, so just multiply the alpha by it */
alpha *= falloff * BKE_brush_alpha_get(ps->scene, ps->brush);
mask = ((float)projPixel->mask) / 65535.0f;
}
else {
/* This brush dosnt accumulate so add some curve to the brushes falloff */
falloff = 1.0f - falloff;
falloff = 1.0f - (falloff * falloff);
mask_short = (unsigned short)(projPixel->mask * (BKE_brush_alpha_get(ps->scene, ps->brush) * falloff));
if (mask_short > projPixel->mask_max) {
mask = ((float)mask_short) / 65535.0f;
projPixel->mask_max = mask_short;
}
else {
/*mask = ((float)projPixel->mask_max)/65535.0f;*/
/* Go onto the next pixel */
continue;
}
}
if (alpha > 0.0f) {
if (last_index != projPixel->image_index) {
last_index = projPixel->image_index;
last_projIma = projImages + last_index;
last_projIma->touch = 1;
is_floatbuf = last_projIma->ibuf->rect_float ? 1 : 0;
use_color_correction = (last_projIma->ibuf->profile == IB_PROFILE_LINEAR_RGB) ? 1 : 0;
}
last_partial_redraw_cell = last_projIma->partRedrawRect + projPixel->bb_cell_index;
last_partial_redraw_cell->x1 = MIN2(last_partial_redraw_cell->x1, projPixel->x_px);
last_partial_redraw_cell->y1 = MIN2(last_partial_redraw_cell->y1, projPixel->y_px);
last_partial_redraw_cell->x2 = MAX2(last_partial_redraw_cell->x2, projPixel->x_px + 1);
last_partial_redraw_cell->y2 = MAX2(last_partial_redraw_cell->y2, projPixel->y_px + 1);
switch (tool) {
case PAINT_TOOL_CLONE:
if (is_floatbuf) {
if (((ProjPixelClone *)projPixel)->clonepx.f[3]) {
do_projectpaint_clone_f(ps, projPixel, alpha, mask); /* rgba isn't used for cloning, only alpha */
}
}
else {
if (((ProjPixelClone *)projPixel)->clonepx.ch[3]) {
do_projectpaint_clone(ps, projPixel, alpha, mask); /* rgba isn't used for cloning, only alpha */
}
}
break;
case PAINT_TOOL_SMEAR:
sub_v2_v2v2(co, projPixel->projCoSS, pos_ofs);
if (is_floatbuf) do_projectpaint_smear_f(ps, projPixel, alpha, mask, smearArena, &smearPixels_f, co);
else do_projectpaint_smear(ps, projPixel, alpha, mask, smearArena, &smearPixels, co);
break;
default:
if (is_floatbuf) do_projectpaint_draw_f(ps, projPixel, rgba, alpha, mask, use_color_correction);
else do_projectpaint_draw(ps, projPixel, rgba, alpha, mask);
break;
}
}
if (lock_alpha) {
if (is_floatbuf) projPixel->pixel.f_pt[3] = projPixel->origColor.f[3];
else projPixel->pixel.ch_pt[3] = projPixel->origColor.ch[3];
}
/* done painting */
}
}
}
}
}
if (tool == PAINT_TOOL_SMEAR) {
for (node = smearPixels; node; node = node->next) { /* this wont run for a float image */
projPixel = node->link;
*projPixel->pixel.uint_pt = ((ProjPixelClone *)projPixel)->clonepx.uint;
}
for (node = smearPixels_f; node; node = node->next) {
projPixel = node->link;
copy_v4_v4(projPixel->pixel.f_pt, ((ProjPixelClone *)projPixel)->clonepx.f);
}
BLI_memarena_free(smearArena);
}
return NULL;
}
static int project_paint_op(void *state, ImBuf *UNUSED(ibufb), const float lastpos[2], const float pos[2])
{
/* First unpack args from the struct */
ProjPaintState *ps = (ProjPaintState *)state;
int touch_any = 0;
ProjectHandle handles[BLENDER_MAX_THREADS];
ListBase threads;
int a, i;
if (!project_bucket_iter_init(ps, pos)) {
return 0;
}
if (ps->thread_tot > 1)
BLI_init_threads(&threads, do_projectpaint_thread, ps->thread_tot);
/* get the threads running */
for (a = 0; a < ps->thread_tot; a++) {
/* set defaults in handles */
//memset(&handles[a], 0, sizeof(BakeShade));
handles[a].ps = ps;
copy_v2_v2(handles[a].mval, pos);
copy_v2_v2(handles[a].prevmval, lastpos);
/* thread specific */
handles[a].thread_index = a;
handles[a].projImages = (ProjPaintImage *)BLI_memarena_alloc(ps->arena_mt[a], ps->image_tot * sizeof(ProjPaintImage));
memcpy(handles[a].projImages, ps->projImages, ps->image_tot * sizeof(ProjPaintImage));
/* image bounds */
for (i = 0; i < ps->image_tot; i++) {
handles[a].projImages[i].partRedrawRect = (ImagePaintPartialRedraw *)BLI_memarena_alloc(ps->arena_mt[a], sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
memcpy(handles[a].projImages[i].partRedrawRect, ps->projImages[i].partRedrawRect, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
}
if (ps->thread_tot > 1)
BLI_insert_thread(&threads, &handles[a]);
}
if (ps->thread_tot > 1) /* wait for everything to be done */
BLI_end_threads(&threads);
else
do_projectpaint_thread(&handles[0]);
/* move threaded bounds back into ps->projectPartialRedraws */
for (i = 0; i < ps->image_tot; i++) {
int touch = 0;
for (a = 0; a < ps->thread_tot; a++) {
touch |= partial_redraw_array_merge(ps->projImages[i].partRedrawRect, handles[a].projImages[i].partRedrawRect, PROJ_BOUNDBOX_SQUARED);
}
if (touch) {
ps->projImages[i].touch = 1;
touch_any = 1;
}
}
return touch_any;
}
static int project_paint_sub_stroke(ProjPaintState *ps, BrushPainter *painter, const int UNUSED(prevmval_i[2]), const int mval_i[2], double time, float pressure)
{
/* Use mouse coords as floats for projection painting */
float pos[2];
pos[0] = (float)(mval_i[0]);
pos[1] = (float)(mval_i[1]);
// we may want to use this later
// BKE_brush_painter_require_imbuf(painter, ((ibuf->rect_float)? 1: 0), 0, 0);
if (BKE_brush_painter_paint(painter, project_paint_op, pos, time, pressure, ps, 0)) {
return 1;
}
else return 0;
}
static int project_paint_stroke(ProjPaintState *ps, BrushPainter *painter, const int prevmval_i[2], const int mval_i[2], double time, float pressure)
{
int a, redraw;
for (a = 0; a < ps->image_tot; a++)
partial_redraw_array_init(ps->projImages[a].partRedrawRect);
redraw = project_paint_sub_stroke(ps, painter, prevmval_i, mval_i, time, pressure);
if (project_image_refresh_tagged(ps))
return redraw;
return 0;
}
/* Imagepaint Partial Redraw & Dirty Region */
static void imapaint_clear_partial_redraw(void)
{
memset(&imapaintpartial, 0, sizeof(imapaintpartial));
}
static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w, int h)
{
ImBuf *tmpibuf = NULL;
int srcx = 0, srcy = 0, origx;
IMB_rectclip(ibuf, NULL, &x, &y, &srcx, &srcy, &w, &h);
if (w == 0 || h == 0)
return;
if (!imapaintpartial.enabled) {
imapaintpartial.x1 = x;
imapaintpartial.y1 = y;
imapaintpartial.x2 = x + w;
imapaintpartial.y2 = y + h;
imapaintpartial.enabled = 1;
}
else {
imapaintpartial.x1 = MIN2(imapaintpartial.x1, x);
imapaintpartial.y1 = MIN2(imapaintpartial.y1, y);
imapaintpartial.x2 = MAX2(imapaintpartial.x2, x + w);
imapaintpartial.y2 = MAX2(imapaintpartial.y2, y + h);
}
w = ((x + w - 1) >> IMAPAINT_TILE_BITS);
h = ((y + h - 1) >> IMAPAINT_TILE_BITS);
origx = (x >> IMAPAINT_TILE_BITS);
y = (y >> IMAPAINT_TILE_BITS);
for (; y <= h; y++)
for (x = origx; x <= w; x++)
image_undo_push_tile(ima, ibuf, &tmpibuf, x, y);
ibuf->userflags |= IB_BITMAPDIRTY;
if (tmpibuf)
IMB_freeImBuf(tmpibuf);
}
static void imapaint_image_update(SpaceImage *sima, Image *image, ImBuf *ibuf, short texpaint)
{
if (ibuf->rect_float)
ibuf->userflags |= IB_RECT_INVALID; /* force recreate of char rect */
if (ibuf->mipmap[0])
ibuf->userflags |= IB_MIPMAP_INVALID;
/* todo: should set_tpage create ->rect? */
if (texpaint || (sima && sima->lock)) {
int w = imapaintpartial.x2 - imapaintpartial.x1;
int h = imapaintpartial.y2 - imapaintpartial.y1;
/* Testing with partial update in uv editor too */
GPU_paint_update_image(image, imapaintpartial.x1, imapaintpartial.y1, w, h, 0); //!texpaint);
}
}
/* Image Paint Operations */
/* keep these functions in sync */
static void imapaint_ibuf_rgb_get(ImBuf *ibuf, int x, int y, const short is_torus, float r_rgb[3])
{
if (is_torus) {
x %= ibuf->x;
if (x < 0) x += ibuf->x;
y %= ibuf->y;
if (y < 0) y += ibuf->y;
}
if (ibuf->rect_float) {
float *rrgbf = ibuf->rect_float + (ibuf->x * y + x) * 4;
IMAPAINT_FLOAT_RGB_COPY(r_rgb, rrgbf);
}
else {
char *rrgb = (char *)ibuf->rect + (ibuf->x * y + x) * 4;
IMAPAINT_CHAR_RGB_TO_FLOAT(r_rgb, rrgb);
}
}
static void imapaint_ibuf_rgb_set(ImBuf *ibuf, int x, int y, const short is_torus, const float rgb[3])
{
if (is_torus) {
x %= ibuf->x;
if (x < 0) x += ibuf->x;
y %= ibuf->y;
if (y < 0) y += ibuf->y;
}
if (ibuf->rect_float) {
float *rrgbf = ibuf->rect_float + (ibuf->x * y + x) * 4;
IMAPAINT_FLOAT_RGB_COPY(rrgbf, rgb);
}
else {
char *rrgb = (char *)ibuf->rect + (ibuf->x * y + x) * 4;
IMAPAINT_FLOAT_RGB_TO_CHAR(rrgb, rgb);
}
}
static int imapaint_ibuf_add_if(ImBuf *ibuf, unsigned int x, unsigned int y, float *outrgb, short torus)
{
float inrgb[3];
// XXX: signed unsigned mismatch
if ((x >= (unsigned int)(ibuf->x)) || (y >= (unsigned int)(ibuf->y))) {
if (torus) imapaint_ibuf_rgb_get(ibuf, x, y, 1, inrgb);
else return 0;
}
else {
imapaint_ibuf_rgb_get(ibuf, x, y, 0, inrgb);
}
outrgb[0] += inrgb[0];
outrgb[1] += inrgb[1];
outrgb[2] += inrgb[2];
return 1;
}
static void imapaint_lift_soften(ImBuf *ibuf, ImBuf *ibufb, int *pos, const short is_torus)
{
int x, y, count, xi, yi, xo, yo;
int out_off[2], in_off[2], dim[2];
float outrgb[3];
dim[0] = ibufb->x;
dim[1] = ibufb->y;
in_off[0] = pos[0];
in_off[1] = pos[1];
out_off[0] = out_off[1] = 0;
if (!is_torus) {
IMB_rectclip(ibuf, ibufb, &in_off[0], &in_off[1], &out_off[0],
&out_off[1], &dim[0], &dim[1]);
if ((dim[0] == 0) || (dim[1] == 0))
return;
}
for (y = 0; y < dim[1]; y++) {
for (x = 0; x < dim[0]; x++) {
/* get input pixel */
xi = in_off[0] + x;
yi = in_off[1] + y;
count = 1;
imapaint_ibuf_rgb_get(ibuf, xi, yi, is_torus, outrgb);
count += imapaint_ibuf_add_if(ibuf, xi - 1, yi - 1, outrgb, is_torus);
count += imapaint_ibuf_add_if(ibuf, xi - 1, yi, outrgb, is_torus);
count += imapaint_ibuf_add_if(ibuf, xi - 1, yi + 1, outrgb, is_torus);
count += imapaint_ibuf_add_if(ibuf, xi, yi - 1, outrgb, is_torus);
count += imapaint_ibuf_add_if(ibuf, xi, yi + 1, outrgb, is_torus);
count += imapaint_ibuf_add_if(ibuf, xi + 1, yi - 1, outrgb, is_torus);
count += imapaint_ibuf_add_if(ibuf, xi + 1, yi, outrgb, is_torus);
count += imapaint_ibuf_add_if(ibuf, xi + 1, yi + 1, outrgb, is_torus);
mul_v3_fl(outrgb, 1.0f / (float)count);
/* write into brush buffer */
xo = out_off[0] + x;
yo = out_off[1] + y;
imapaint_ibuf_rgb_set(ibufb, xo, yo, 0, outrgb);
}
}
}
static void imapaint_set_region(ImagePaintRegion *region, int destx, int desty, int srcx, int srcy, int width, int height)
{
region->destx = destx;
region->desty = desty;
region->srcx = srcx;
region->srcy = srcy;
region->width = width;
region->height = height;
}
static int imapaint_torus_split_region(ImagePaintRegion region[4], ImBuf *dbuf, ImBuf *sbuf)
{
int destx = region->destx;
int desty = region->desty;
int srcx = region->srcx;
int srcy = region->srcy;
int width = region->width;
int height = region->height;
int origw, origh, w, h, tot = 0;
/* convert destination and source coordinates to be within image */
destx = destx % dbuf->x;
if (destx < 0) destx += dbuf->x;
desty = desty % dbuf->y;
if (desty < 0) desty += dbuf->y;
srcx = srcx % sbuf->x;
if (srcx < 0) srcx += sbuf->x;
srcy = srcy % sbuf->y;
if (srcy < 0) srcy += sbuf->y;
/* clip width of blending area to destination imbuf, to avoid writing the
* same pixel twice */
origw = w = (width > dbuf->x) ? dbuf->x : width;
origh = h = (height > dbuf->y) ? dbuf->y : height;
/* clip within image */
IMB_rectclip(dbuf, sbuf, &destx, &desty, &srcx, &srcy, &w, &h);
imapaint_set_region(&region[tot++], destx, desty, srcx, srcy, w, h);
/* do 3 other rects if needed */
if (w < origw)
imapaint_set_region(&region[tot++], (destx + w) % dbuf->x, desty, (srcx + w) % sbuf->x, srcy, origw - w, h);
if (h < origh)
imapaint_set_region(&region[tot++], destx, (desty + h) % dbuf->y, srcx, (srcy + h) % sbuf->y, w, origh - h);
if ((w < origw) && (h < origh))
imapaint_set_region(&region[tot++], (destx + w) % dbuf->x, (desty + h) % dbuf->y, (srcx + w) % sbuf->x, (srcy + h) % sbuf->y, origw - w, origh - h);
return tot;
}
static void imapaint_lift_smear(ImBuf *ibuf, ImBuf *ibufb, int *pos)
{
ImagePaintRegion region[4];
int a, tot;
imapaint_set_region(region, 0, 0, pos[0], pos[1], ibufb->x, ibufb->y);
tot = imapaint_torus_split_region(region, ibufb, ibuf);
for (a = 0; a < tot; a++)
IMB_rectblend(ibufb, ibuf, region[a].destx, region[a].desty,
region[a].srcx, region[a].srcy,
region[a].width, region[a].height, IMB_BLEND_COPY_RGB);
}
static ImBuf *imapaint_lift_clone(ImBuf *ibuf, ImBuf *ibufb, int *pos)
{
/* note: allocImbuf returns zero'd memory, so regions outside image will
* have zero alpha, and hence not be blended onto the image */
int w = ibufb->x, h = ibufb->y, destx = 0, desty = 0, srcx = pos[0], srcy = pos[1];
ImBuf *clonebuf = IMB_allocImBuf(w, h, ibufb->planes, ibufb->flags);
IMB_rectclip(clonebuf, ibuf, &destx, &desty, &srcx, &srcy, &w, &h);
IMB_rectblend(clonebuf, ibuf, destx, desty, srcx, srcy, w, h,
IMB_BLEND_COPY_RGB);
IMB_rectblend(clonebuf, ibufb, destx, desty, destx, desty, w, h,
IMB_BLEND_COPY_ALPHA);
return clonebuf;
}
static void imapaint_convert_brushco(ImBuf *ibufb, const float pos[2], int ipos[2])
{
ipos[0] = (int)floorf((pos[0] - ibufb->x / 2) + 1.0f);
ipos[1] = (int)floorf((pos[1] - ibufb->y / 2) + 1.0f);
}
/* dosnt run for projection painting
* only the old style painting in the 3d view */
static int imapaint_paint_op(void *state, ImBuf *ibufb, const float lastpos[2], const float pos[2])
{
ImagePaintState *s = ((ImagePaintState *)state);
ImBuf *clonebuf = NULL, *frombuf;
ImagePaintRegion region[4];
short torus = s->brush->flag & BRUSH_TORUS;
short blend = s->blend;
float *offset = s->brush->clone.offset;
float liftpos[2];
int bpos[2], blastpos[2], bliftpos[2];
int a, tot;
imapaint_convert_brushco(ibufb, pos, bpos);
/* lift from canvas */
if (s->tool == PAINT_TOOL_SOFTEN) {
imapaint_lift_soften(s->canvas, ibufb, bpos, torus);
}
else if (s->tool == PAINT_TOOL_SMEAR) {
if (lastpos[0] == pos[0] && lastpos[1] == pos[1])
return 0;
imapaint_convert_brushco(ibufb, lastpos, blastpos);
imapaint_lift_smear(s->canvas, ibufb, blastpos);
}
else if (s->tool == PAINT_TOOL_CLONE && s->clonecanvas) {
liftpos[0] = pos[0] - offset[0] * s->canvas->x;
liftpos[1] = pos[1] - offset[1] * s->canvas->y;
imapaint_convert_brushco(ibufb, liftpos, bliftpos);
clonebuf = imapaint_lift_clone(s->clonecanvas, ibufb, bliftpos);
}
frombuf = (clonebuf) ? clonebuf : ibufb;
if (torus) {
imapaint_set_region(region, bpos[0], bpos[1], 0, 0, frombuf->x, frombuf->y);
tot = imapaint_torus_split_region(region, s->canvas, frombuf);
}
else {
imapaint_set_region(region, bpos[0], bpos[1], 0, 0, frombuf->x, frombuf->y);
tot = 1;
}
/* blend into canvas */
for (a = 0; a < tot; a++) {
imapaint_dirty_region(s->image, s->canvas,
region[a].destx, region[a].desty,
region[a].width, region[a].height);
IMB_rectblend(s->canvas, frombuf,
region[a].destx, region[a].desty,
region[a].srcx, region[a].srcy,
region[a].width, region[a].height, blend);
}
if (clonebuf) IMB_freeImBuf(clonebuf);
return 1;
}
/* 3D TexturePaint */
static int texpaint_break_stroke(float *prevuv, float *fwuv, float *bkuv, float *uv)
{
float d1[2], d2[2];
float mismatch = len_v2v2(fwuv, uv);
float len1 = len_v2v2(prevuv, fwuv);
float len2 = len_v2v2(bkuv, uv);
sub_v2_v2v2(d1, fwuv, prevuv);
sub_v2_v2v2(d2, uv, bkuv);
return ((dot_v2v2(d1, d2) < 0.0f) || (mismatch > MAX2(len1, len2) * 2));
}
/* ImagePaint Common */
static int imapaint_canvas_set(ImagePaintState *s, Image *ima)
{
ImBuf *ibuf = BKE_image_get_ibuf(ima, s->sima ? &s->sima->iuser : NULL);
/* verify that we can paint and set canvas */
if (ima == NULL) {
return 0;
}
else if (ima->packedfile && ima->rr) {
s->warnpackedfile = ima->id.name + 2;
return 0;
}
else if (ibuf && ibuf->channels != 4) {
s->warnmultifile = ima->id.name + 2;
return 0;
}
else if (!ibuf || !(ibuf->rect || ibuf->rect_float))
return 0;
s->image = ima;
s->canvas = ibuf;
/* set clone canvas */
if (s->tool == PAINT_TOOL_CLONE) {
ima = s->brush->clone.image;
ibuf = BKE_image_get_ibuf(ima, s->sima ? &s->sima->iuser : NULL);
if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float))
return 0;
s->clonecanvas = ibuf;
/* temporarily add float rect for cloning */
if (s->canvas->rect_float && !s->clonecanvas->rect_float) {
int profile = IB_PROFILE_NONE;
/* Don't want to color manage, but don't disturb existing profiles */
SWAP(int, s->clonecanvas->profile, profile);
IMB_float_from_rect(s->clonecanvas);
s->clonefreefloat = 1;
SWAP(int, s->clonecanvas->profile, profile);
}
else if (!s->canvas->rect_float && !s->clonecanvas->rect)
IMB_rect_from_float(s->clonecanvas);
}
return 1;
}
static void imapaint_canvas_free(ImagePaintState *s)
{
if (s->clonefreefloat)
imb_freerectfloatImBuf(s->clonecanvas);
}
static int imapaint_paint_sub_stroke(ImagePaintState *s, BrushPainter *painter, Image *image, short texpaint, float *uv, double time, int update, float pressure)
{
ImBuf *ibuf = BKE_image_get_ibuf(image, s->sima ? &s->sima->iuser : NULL);
float pos[2];
if (!ibuf)
return 0;
pos[0] = uv[0] * ibuf->x;
pos[1] = uv[1] * ibuf->y;
BKE_brush_painter_require_imbuf(painter, ((ibuf->rect_float) ? 1 : 0), 0, 0);
if (BKE_brush_painter_paint(painter, imapaint_paint_op, pos, time, pressure, s, ibuf->profile == IB_PROFILE_LINEAR_RGB)) {
if (update)
imapaint_image_update(s->sima, image, ibuf, texpaint);
return 1;
}
else return 0;
}
static int imapaint_paint_stroke(ViewContext *vc, ImagePaintState *s, BrushPainter *painter, short texpaint, const int prevmval[2], const int mval[2], double time, float pressure)
{
Image *newimage = NULL;
float fwuv[2], bkuv[2], newuv[2];
unsigned int newfaceindex;
int breakstroke = 0, redraw = 0;
if (texpaint) {
/* pick new face and image */
if (imapaint_pick_face(vc, mval, &newfaceindex, s->dm_totface) &&
((s->do_facesel == FALSE) || (s->dm_mface[newfaceindex].flag & ME_FACE_SEL)))
{
ImBuf *ibuf;
newimage = imapaint_face_image(s, newfaceindex);
ibuf = BKE_image_get_ibuf(newimage, s->sima ? &s->sima->iuser : NULL);
if (ibuf && ibuf->rect)
imapaint_pick_uv(s->scene, s->ob, newfaceindex, mval, newuv);
else {
newimage = NULL;
newuv[0] = newuv[1] = 0.0f;
}
}
else
newuv[0] = newuv[1] = 0.0f;
/* see if stroke is broken, and if so finish painting in old position */
if (s->image) {
imapaint_pick_uv(s->scene, s->ob, s->faceindex, mval, fwuv);
imapaint_pick_uv(s->scene, s->ob, newfaceindex, prevmval, bkuv);
if (newimage == s->image)
breakstroke = texpaint_break_stroke(s->uv, fwuv, bkuv, newuv);
else
breakstroke = 1;
}
else
fwuv[0] = fwuv[1] = 0.0f;
if (breakstroke) {
imapaint_pick_uv(s->scene, s->ob, s->faceindex, mval, fwuv);
redraw |= imapaint_paint_sub_stroke(s, painter, s->image, texpaint,
fwuv, time, 1, pressure);
imapaint_clear_partial_redraw();
BKE_brush_painter_break_stroke(painter);
}
/* set new canvas */
if (newimage && (newimage != s->image))
if (!imapaint_canvas_set(s, newimage))
newimage = NULL;
/* paint in new image */
if (newimage) {
if (breakstroke)
redraw |= imapaint_paint_sub_stroke(s, painter, newimage,
texpaint, bkuv, time, 0, pressure);
redraw |= imapaint_paint_sub_stroke(s, painter, newimage, texpaint,
newuv, time, 1, pressure);
}
/* update state */
s->image = newimage;
s->faceindex = newfaceindex;
s->uv[0] = newuv[0];
s->uv[1] = newuv[1];
}
else {
UI_view2d_region_to_view(s->v2d, mval[0], mval[1], &newuv[0], &newuv[1]);
redraw |= imapaint_paint_sub_stroke(s, painter, s->image, texpaint, newuv,
time, 1, pressure);
}
if (redraw)
imapaint_clear_partial_redraw();
return redraw;
}
/************************ image paint poll ************************/
static Brush *image_paint_brush(bContext *C)
{
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
return paint_brush(&settings->imapaint.paint);
}
static Brush *uv_sculpt_brush(bContext *C)
{
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
if (!settings->uvsculpt)
return NULL;
return paint_brush(&settings->uvsculpt->paint);
}
static int image_paint_poll(bContext *C)
{
Object *obact = CTX_data_active_object(C);
if (!image_paint_brush(C))
return 0;
if ((obact && obact->mode & OB_MODE_TEXTURE_PAINT) && CTX_wm_region_view3d(C)) {
return 1;
}
else {
SpaceImage *sima = CTX_wm_space_image(C);
if (sima) {
ARegion *ar = CTX_wm_region(C);
if ((sima->mode == SI_MODE_PAINT) && ar->regiontype == RGN_TYPE_WINDOW) {
return 1;
}
}
}
return 0;
}
static int uv_sculpt_brush_poll(bContext *C)
{
BMEditMesh *em;
int ret;
Object *obedit = CTX_data_edit_object(C);
SpaceImage *sima = CTX_wm_space_image(C);
Scene *scene = CTX_data_scene(C);
ToolSettings *toolsettings = scene->toolsettings;
if (!uv_sculpt_brush(C) || !obedit || obedit->type != OB_MESH)
return 0;
em = BMEdit_FromObject(obedit);
ret = EDBM_mtexpoly_check(em);
if (ret && sima) {
ARegion *ar = CTX_wm_region(C);
if ((toolsettings->use_uv_sculpt) && ar->regiontype == RGN_TYPE_WINDOW)
return 1;
}
return 0;
}
static int image_paint_3d_poll(bContext *C)
{
if (CTX_wm_region_view3d(C))
return image_paint_poll(C);
return 0;
}
static int image_paint_2d_clone_poll(bContext *C)
{
Brush *brush = image_paint_brush(C);
if (!CTX_wm_region_view3d(C) && image_paint_poll(C))
if (brush && (brush->imagepaint_tool == PAINT_TOOL_CLONE))
if (brush->clone.image)
return 1;
return 0;
}
/************************ paint operator ************************/
typedef enum PaintMode {
PAINT_MODE_2D,
PAINT_MODE_3D,
PAINT_MODE_3D_PROJECT
} PaintMode;
typedef struct PaintOperation {
PaintMode mode;
BrushPainter *painter;
ImagePaintState s;
ProjPaintState ps;
int first;
int prevmouse[2];
float prev_pressure; /* need this since we don't get tablet events for pressure change */
int orig_brush_size;
double starttime;
ViewContext vc;
wmTimer *timer;
short restore_projection;
} PaintOperation;
static void paint_redraw(bContext *C, ImagePaintState *s, int texpaint, int final)
{
if (final) {
if (s->image && !(texpaint || (s->sima && s->sima->lock)))
GPU_free_image(s->image);
/* compositor listener deals with updating */
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, s->image);
}
else {
if (!s->sima || !s->sima->lock)
ED_region_tag_redraw(CTX_wm_region(C));
else
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, s->image);
}
}
/* initialize project paint settings from context */
static void project_state_init(bContext *C, Object *ob, ProjPaintState *ps)
{
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
Brush *brush = paint_brush(&settings->imapaint.paint);
/* brush */
ps->brush = brush;
ps->tool = brush->imagepaint_tool;
ps->blend = brush->blend;
ps->is_airbrush = (brush->flag & BRUSH_AIRBRUSH) ? 1 : 0;
ps->is_texbrush = (brush->mtex.tex) ? 1 : 0;
/* these can be NULL */
ps->v3d = CTX_wm_view3d(C);
ps->rv3d = CTX_wm_region_view3d(C);
ps->ar = CTX_wm_region(C);
ps->scene = scene;
ps->ob = ob; /* allow override of active object */
/* setup projection painting data */
ps->do_backfacecull = (settings->imapaint.flag & IMAGEPAINT_PROJECT_BACKFACE) ? 0 : 1;
ps->do_occlude = (settings->imapaint.flag & IMAGEPAINT_PROJECT_XRAY) ? 0 : 1;
ps->do_mask_normal = (settings->imapaint.flag & IMAGEPAINT_PROJECT_FLAT) ? 0 : 1;
ps->do_new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); /* only cache the value */
if (ps->tool == PAINT_TOOL_CLONE)
ps->do_layer_clone = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE);
ps->do_layer_stencil = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_STENCIL) ? 1 : 0;
ps->do_layer_stencil_inv = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) ? 1 : 0;
#ifndef PROJ_DEBUG_NOSEAMBLEED
ps->seam_bleed_px = settings->imapaint.seam_bleed; /* pixel num to bleed */
#endif
if (ps->do_mask_normal) {
ps->normal_angle_inner = settings->imapaint.normal_angle;
ps->normal_angle = (ps->normal_angle_inner + 90.0f) * 0.5f;
}
else {
ps->normal_angle_inner = ps->normal_angle = settings->imapaint.normal_angle;
}
ps->normal_angle_inner *= (float)(M_PI_2 / 90);
ps->normal_angle *= (float)(M_PI_2 / 90);
ps->normal_angle_range = ps->normal_angle - ps->normal_angle_inner;
if (ps->normal_angle_range <= 0.0f)
ps->do_mask_normal = FALSE; /* no need to do blending */
}
static void paint_brush_init_tex(Brush *brush)
{
/* init mtex nodes */
if (brush) {
MTex *mtex = &brush->mtex;
if (mtex->tex && mtex->tex->nodetree)
ntreeTexBeginExecTree(mtex->tex->nodetree, 1); /* has internal flag to detect it only does it once */
}
}
static int texture_paint_init(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
Brush *brush = paint_brush(&settings->imapaint.paint);
PaintOperation *pop = MEM_callocN(sizeof(PaintOperation), "PaintOperation"); /* caller frees */
pop->first = 1;
op->customdata = pop;
/* XXX: Soften tool does not support projection painting atm, so just disable
* projection for this brush */
if (brush->imagepaint_tool == PAINT_TOOL_SOFTEN) {
settings->imapaint.flag |= IMAGEPAINT_PROJECT_DISABLE;
pop->restore_projection = 1;
}
/* initialize from context */
if (CTX_wm_region_view3d(C)) {
pop->mode = PAINT_MODE_3D;
if (!(settings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE))
pop->mode = PAINT_MODE_3D_PROJECT;
else
view3d_set_viewcontext(C, &pop->vc);
}
else {
pop->s.sima = CTX_wm_space_image(C);
pop->s.v2d = &CTX_wm_region(C)->v2d;
}
pop->s.scene = scene;
pop->s.screen = CTX_wm_screen(C);
pop->s.brush = brush;
pop->s.tool = brush->imagepaint_tool;
if (pop->mode == PAINT_MODE_3D && (pop->s.tool == PAINT_TOOL_CLONE))
pop->s.tool = PAINT_TOOL_DRAW;
pop->s.blend = brush->blend;
pop->orig_brush_size = BKE_brush_size_get(scene, brush);
if (pop->mode != PAINT_MODE_2D) {
Object *ob = OBACT;
Mesh *me = BKE_mesh_from_object(ob);
if (!me) {
return 0;
}
pop->s.ob = ob;
pop->s.do_facesel = (me->editflag & ME_EDIT_PAINT_MASK) != 0;
/* for non prohect paint we need */
/* fill in derived mesh */
if (ob->derivedFinal && CustomData_has_layer(&ob->derivedFinal->faceData, CD_MTFACE)) {
pop->s.dm = ob->derivedFinal;
pop->s.dm_release = FALSE;
}
else {
pop->s.dm = mesh_get_derived_final(pop->s.scene, ob, pop->s.scene->customdata_mask | CD_MASK_MTFACE);
pop->s.dm_release = TRUE;
}
if (!CustomData_has_layer(&pop->s.dm->faceData, CD_MTFACE)) {
if (pop->s.dm_release)
pop->s.dm->release(pop->s.dm);
pop->s.dm = NULL;
return 0;
}
pop->s.dm_mface = pop->s.dm->getTessFaceArray(pop->s.dm);
pop->s.dm_mtface = pop->s.dm->getTessFaceDataArray(pop->s.dm, CD_MTFACE);
pop->s.dm_totface = pop->s.dm->getNumTessFaces(pop->s.dm);
}
else {
pop->s.image = pop->s.sima->image;
if (!imapaint_canvas_set(&pop->s, pop->s.image)) {
if (pop->s.warnmultifile)
BKE_report(op->reports, RPT_WARNING, "Image requires 4 color channels to paint");
if (pop->s.warnpackedfile)
BKE_report(op->reports, RPT_WARNING, "Packed MultiLayer files cannot be painted");
return 0;
}
}
paint_brush_init_tex(pop->s.brush);
/* note, if we have no UVs on the derived mesh, then we must return here */
if (pop->mode == PAINT_MODE_3D_PROJECT) {
/* initialize all data from the context */
project_state_init(C, OBACT, &pop->ps);
paint_brush_init_tex(pop->ps.brush);
pop->ps.source = PROJ_SRC_VIEW;
if (pop->ps.ob == NULL || !(pop->ps.ob->lay & pop->ps.v3d->lay))
return 0;
/* Don't allow brush size below 2 */
if (BKE_brush_size_get(scene, brush) < 2)
BKE_brush_size_set(scene, brush, 2);
/* allocate and initialize spatial data structures */
project_paint_begin(&pop->ps);
if (pop->ps.dm == NULL)
return 0;
}
settings->imapaint.flag |= IMAGEPAINT_DRAWING;
undo_paint_push_begin(UNDO_PAINT_IMAGE, op->type->name,
image_undo_restore, image_undo_free);
/* create painter */
pop->painter = BKE_brush_painter_new(scene, pop->s.brush);
return 1;
}
static void paint_apply(bContext *C, wmOperator *op, PointerRNA *itemptr)
{
PaintOperation *pop = op->customdata;
float time, mousef[2];
float pressure;
int mouse[2], redraw;
RNA_float_get_array(itemptr, "mouse", mousef);
mouse[0] = (int)(mousef[0]);
mouse[1] = (int)(mousef[1]);
time = RNA_float_get(itemptr, "time");
pressure = RNA_float_get(itemptr, "pressure");
if (pop->first)
project_paint_begin_clone(&pop->ps, mouse);
if (pop->mode == PAINT_MODE_3D)
view3d_operator_needs_opengl(C);
if (pop->mode == PAINT_MODE_3D_PROJECT) {
redraw = project_paint_stroke(&pop->ps, pop->painter, pop->prevmouse, mouse, time, pressure);
pop->prevmouse[0] = mouse[0];
pop->prevmouse[1] = mouse[1];
}
else {
redraw = imapaint_paint_stroke(&pop->vc, &pop->s, pop->painter, pop->mode == PAINT_MODE_3D, pop->prevmouse, mouse, time, pressure);
pop->prevmouse[0] = mouse[0];
pop->prevmouse[1] = mouse[1];
}
if (redraw)
paint_redraw(C, &pop->s, pop->mode == PAINT_MODE_3D, 0);
pop->first = 0;
}
static void paint_brush_exit_tex(Brush *brush)
{
if (brush) {
MTex *mtex = &brush->mtex;
if (mtex->tex && mtex->tex->nodetree)
ntreeTexEndExecTree(mtex->tex->nodetree->execdata, 1);
}
}
static void paint_exit(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
PaintOperation *pop = op->customdata;
if (pop->timer)
WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), pop->timer);
if (pop->restore_projection)
settings->imapaint.flag &= ~IMAGEPAINT_PROJECT_DISABLE;
paint_brush_exit_tex(pop->s.brush);
settings->imapaint.flag &= ~IMAGEPAINT_DRAWING;
imapaint_canvas_free(&pop->s);
BKE_brush_painter_free(pop->painter);
if (pop->mode == PAINT_MODE_3D_PROJECT) {
BKE_brush_size_set(scene, pop->ps.brush, pop->orig_brush_size);
paint_brush_exit_tex(pop->ps.brush);
project_paint_end(&pop->ps);
}
else {
/* non projection 3d paint, could move into own function of more needs adding */
if (pop->s.dm_release)
pop->s.dm->release(pop->s.dm);
}
paint_redraw(C, &pop->s, pop->mode == PAINT_MODE_3D, 1);
undo_paint_push_end(UNDO_PAINT_IMAGE);
if (pop->s.warnmultifile)
BKE_reportf(op->reports, RPT_WARNING, "Image requires 4 color channels to paint: %s", pop->s.warnmultifile);
if (pop->s.warnpackedfile)
BKE_reportf(op->reports, RPT_WARNING, "Packed MultiLayer files cannot be painted: %s", pop->s.warnpackedfile);
MEM_freeN(pop);
}
static int paint_exec(bContext *C, wmOperator *op)
{
if (!texture_paint_init(C, op)) {
MEM_freeN(op->customdata);
return OPERATOR_CANCELLED;
}
RNA_BEGIN (op->ptr, itemptr, "stroke")
{
paint_apply(C, op, &itemptr);
}
RNA_END;
paint_exit(C, op);
return OPERATOR_FINISHED;
}
static void paint_apply_event(bContext *C, wmOperator *op, wmEvent *event)
{
const Scene *scene = CTX_data_scene(C);
PaintOperation *pop = op->customdata;
wmTabletData *wmtab;
PointerRNA itemptr;
float pressure, mousef[2];
double time;
int tablet;
time = PIL_check_seconds_timer();
tablet = 0;
pop->s.blend = pop->s.brush->blend;
if (event->custom == EVT_DATA_TABLET) {
wmtab = event->customdata;
tablet = (wmtab->Active != EVT_TABLET_NONE);
pressure = wmtab->Pressure;
if (wmtab->Active == EVT_TABLET_ERASER)
pop->s.blend = IMB_BLEND_ERASE_ALPHA;
}
else { /* otherwise airbrush becomes 1.0 pressure instantly */
pressure = pop->prev_pressure ? pop->prev_pressure : 1.0f;
}
if (pop->first) {
pop->prevmouse[0] = event->mval[0];
pop->prevmouse[1] = event->mval[1];
pop->starttime = time;
/* special exception here for too high pressure values on first touch in
* windows for some tablets, then we just skip first touch .. */
if (tablet && (pressure >= 0.99f) && ((pop->s.brush->flag & BRUSH_SPACING_PRESSURE) || BKE_brush_use_alpha_pressure(scene, pop->s.brush) || BKE_brush_use_size_pressure(scene, pop->s.brush)))
return;
/* This can be removed once fixed properly in
* BKE_brush_painter_paint(BrushPainter *painter, BrushFunc func, float *pos, double time, float pressure, void *user)
* at zero pressure we should do nothing 1/2^12 is 0.0002 which is the sensitivity of the most sensitive pen tablet available */
if (tablet && (pressure < 0.0002f) && ((pop->s.brush->flag & BRUSH_SPACING_PRESSURE) || BKE_brush_use_alpha_pressure(scene, pop->s.brush) || BKE_brush_use_size_pressure(scene, pop->s.brush)))
return;
}
/* fill in stroke */
RNA_collection_add(op->ptr, "stroke", &itemptr);
mousef[0] = (float)(event->mval[0]);
mousef[1] = (float)(event->mval[1]);
RNA_float_set_array(&itemptr, "mouse", mousef);
RNA_float_set(&itemptr, "time", (float)(time - pop->starttime));
RNA_float_set(&itemptr, "pressure", pressure);
/* apply */
paint_apply(C, op, &itemptr);
pop->prev_pressure = pressure;
}
static int paint_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
PaintOperation *pop;
if (!texture_paint_init(C, op)) {
MEM_freeN(op->customdata);
return OPERATOR_CANCELLED;
}
paint_apply_event(C, op, event);
pop = op->customdata;
WM_event_add_modal_handler(C, op);
if (pop->s.brush->flag & BRUSH_AIRBRUSH)
pop->timer = WM_event_add_timer(CTX_wm_manager(C), CTX_wm_window(C), TIMER, 0.01f);
return OPERATOR_RUNNING_MODAL;
}
static int paint_modal(bContext *C, wmOperator *op, wmEvent *event)
{
PaintOperation *pop = op->customdata;
switch (event->type) {
case LEFTMOUSE:
case MIDDLEMOUSE:
case RIGHTMOUSE: // XXX hardcoded
paint_exit(C, op);
return OPERATOR_FINISHED;
case MOUSEMOVE:
case INBETWEEN_MOUSEMOVE:
paint_apply_event(C, op, event);
break;
case TIMER:
if (event->customdata == pop->timer)
paint_apply_event(C, op, event);
break;
}
return OPERATOR_RUNNING_MODAL;
}
static int paint_cancel(bContext *C, wmOperator *op)
{
paint_exit(C, op);
return OPERATOR_CANCELLED;
}
void PAINT_OT_image_paint(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Image Paint";
ot->idname = "PAINT_OT_image_paint";
ot->description = "Paint a stroke into the image";
/* api callbacks */
ot->exec = paint_exec;
ot->invoke = paint_invoke;
ot->modal = paint_modal;
ot->cancel = paint_cancel;
ot->poll = image_paint_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_BLOCKING;
/* properties */
RNA_def_collection_runtime(ot->srna, "stroke", &RNA_OperatorStrokeElement, "Stroke", "");
}
int get_imapaint_zoom(bContext *C, float *zoomx, float *zoomy)
{
RegionView3D *rv3d = CTX_wm_region_view3d(C);
if (!rv3d) {
SpaceImage *sima = CTX_wm_space_image(C);
ARegion *ar = CTX_wm_region(C);
ED_space_image_get_zoom(sima, ar, zoomx, zoomy);
return 1;
}
*zoomx = *zoomy = 1;
return 0;
}
/************************ cursor drawing *******************************/
static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata))
{
#define PX_SIZE_FADE_MAX 12.0f
#define PX_SIZE_FADE_MIN 4.0f
Scene *scene = CTX_data_scene(C);
//Brush *brush= image_paint_brush(C);
Paint *paint = paint_get_active_from_context(C);
Brush *brush = paint_brush(paint);
if (paint && brush && paint->flags & PAINT_SHOW_BRUSH) {
ToolSettings *ts;
float zoomx, zoomy;
const float size = (float)BKE_brush_size_get(scene, brush);
short use_zoom;
float pixel_size;
float alpha = 0.5f;
ts = scene->toolsettings;
use_zoom = get_imapaint_zoom(C, &zoomx, &zoomy) &&
!(ts->use_uv_sculpt && (scene->basact->object->mode == OB_MODE_EDIT));
if (use_zoom) {
pixel_size = size * maxf(zoomx, zoomy);
}
else {
pixel_size = size;
}
/* fade out the brush (cheap trick to work around brush interfering with sampling [#])*/
if (pixel_size < PX_SIZE_FADE_MIN) {
return;
}
else if (pixel_size < PX_SIZE_FADE_MAX) {
alpha *= (pixel_size - PX_SIZE_FADE_MIN) / (PX_SIZE_FADE_MAX - PX_SIZE_FADE_MIN);
}
glPushMatrix();
glTranslatef((float)x, (float)y, 0.0f);
/* No need to scale for uv sculpting, on the contrary it might be useful to keep un-scaled */
if (use_zoom)
glScalef(zoomx, zoomy, 1.0f);
glColor4f(brush->add_col[0], brush->add_col[1], brush->add_col[2], alpha);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glutil_draw_lined_arc(0, (float)(M_PI * 2.0), size, 40);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
glPopMatrix();
}
#undef PX_SIZE_FADE_MAX
#undef PX_SIZE_FADE_MIN
}
static void toggle_paint_cursor(bContext *C, int enable)
{
wmWindowManager *wm = CTX_wm_manager(C);
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
if (settings->imapaint.paintcursor && !enable) {
WM_paint_cursor_end(wm, settings->imapaint.paintcursor);
settings->imapaint.paintcursor = NULL;
}
else if (enable)
settings->imapaint.paintcursor = WM_paint_cursor_activate(wm, image_paint_poll, brush_drawcursor, NULL);
}
/* enable the paint cursor if it isn't already.
*
* purpose is to make sure the paint cursor is shown if paint
* mode is enabled in the image editor. the paint poll will
* ensure that the cursor is hidden when not in paint mode */
void ED_space_image_paint_update(wmWindowManager *wm, ToolSettings *settings)
{
ImagePaintSettings *imapaint = &settings->imapaint;
if (!imapaint->paintcursor) {
imapaint->paintcursor =
WM_paint_cursor_activate(wm, image_paint_poll,
brush_drawcursor, NULL);
}
}
void ED_space_image_uv_sculpt_update(wmWindowManager *wm, ToolSettings *settings)
{
if (settings->use_uv_sculpt) {
if (!settings->uvsculpt) {
settings->uvsculpt = MEM_callocN(sizeof(*settings->uvsculpt), "UV Smooth paint");
settings->uv_sculpt_tool = UV_SCULPT_TOOL_GRAB;
settings->uv_sculpt_settings = UV_SCULPT_LOCK_BORDERS | UV_SCULPT_ALL_ISLANDS;
settings->uv_relax_method = UV_SCULPT_TOOL_RELAX_LAPLACIAN;
}
BKE_paint_init(&settings->uvsculpt->paint, PAINT_CURSOR_SCULPT);
WM_paint_cursor_activate(wm, uv_sculpt_brush_poll,
brush_drawcursor, NULL);
}
else {
if (settings->uvsculpt)
settings->uvsculpt->paint.flags &= ~PAINT_SHOW_BRUSH;
}
}
/************************ grab clone operator ************************/
typedef struct GrabClone {
float startoffset[2];
int startx, starty;
} GrabClone;
static void grab_clone_apply(bContext *C, wmOperator *op)
{
Brush *brush = image_paint_brush(C);
float delta[2];
RNA_float_get_array(op->ptr, "delta", delta);
add_v2_v2(brush->clone.offset, delta);
ED_region_tag_redraw(CTX_wm_region(C));
}
static int grab_clone_exec(bContext *C, wmOperator *op)
{
grab_clone_apply(C, op);
return OPERATOR_FINISHED;
}
static int grab_clone_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
Brush *brush = image_paint_brush(C);
GrabClone *cmv;
cmv = MEM_callocN(sizeof(GrabClone), "GrabClone");
copy_v2_v2(cmv->startoffset, brush->clone.offset);
cmv->startx = event->x;
cmv->starty = event->y;
op->customdata = cmv;
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static int grab_clone_modal(bContext *C, wmOperator *op, wmEvent *event)
{
Brush *brush = image_paint_brush(C);
ARegion *ar = CTX_wm_region(C);
GrabClone *cmv = op->customdata;
float startfx, startfy, fx, fy, delta[2];
int xmin = ar->winrct.xmin, ymin = ar->winrct.ymin;
switch (event->type) {
case LEFTMOUSE:
case MIDDLEMOUSE:
case RIGHTMOUSE: // XXX hardcoded
MEM_freeN(op->customdata);
return OPERATOR_FINISHED;
case MOUSEMOVE:
/* mouse moved, so move the clone image */
UI_view2d_region_to_view(&ar->v2d, cmv->startx - xmin, cmv->starty - ymin, &startfx, &startfy);
UI_view2d_region_to_view(&ar->v2d, event->x - xmin, event->y - ymin, &fx, &fy);
delta[0] = fx - startfx;
delta[1] = fy - startfy;
RNA_float_set_array(op->ptr, "delta", delta);
copy_v2_v2(brush->clone.offset, cmv->startoffset);
grab_clone_apply(C, op);
break;
}
return OPERATOR_RUNNING_MODAL;
}
static int grab_clone_cancel(bContext *UNUSED(C), wmOperator *op)
{
MEM_freeN(op->customdata);
return OPERATOR_CANCELLED;
}
void PAINT_OT_grab_clone(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Grab Clone";
ot->idname = "PAINT_OT_grab_clone";
ot->description = "Move the clone source image";
/* api callbacks */
ot->exec = grab_clone_exec;
ot->invoke = grab_clone_invoke;
ot->modal = grab_clone_modal;
ot->cancel = grab_clone_cancel;
ot->poll = image_paint_2d_clone_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_BLOCKING;
/* properties */
RNA_def_float_vector(ot->srna, "delta", 2, NULL, -FLT_MAX, FLT_MAX, "Delta", "Delta offset of clone image in 0.0..1.0 coordinates", -1.0f, 1.0f);
}
/******************** sample color operator ********************/
static int sample_color_exec(bContext *C, wmOperator *op)
{
Brush *brush = image_paint_brush(C);
ARegion *ar = CTX_wm_region(C);
int location[2];
RNA_int_get_array(op->ptr, "location", location);
paint_sample_color(C, ar, location[0], location[1]);
WM_event_add_notifier(C, NC_BRUSH | NA_EDITED, brush);
return OPERATOR_FINISHED;
}
static int sample_color_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
RNA_int_set_array(op->ptr, "location", event->mval);
sample_color_exec(C, op);
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static int sample_color_modal(bContext *C, wmOperator *op, wmEvent *event)
{
switch (event->type) {
case LEFTMOUSE:
case RIGHTMOUSE: // XXX hardcoded
return OPERATOR_FINISHED;
case MOUSEMOVE:
RNA_int_set_array(op->ptr, "location", event->mval);
sample_color_exec(C, op);
break;
}
return OPERATOR_RUNNING_MODAL;
}
/* same as image_paint_poll but fail when face mask mode is enabled */
static int image_paint_sample_color_poll(bContext *C)
{
if (image_paint_poll(C)) {
if (CTX_wm_view3d(C)) {
Object *obact = CTX_data_active_object(C);
if (obact && obact->mode & OB_MODE_TEXTURE_PAINT) {
Mesh *me = BKE_mesh_from_object(obact);
if (me) {
return !(me->editflag & ME_EDIT_PAINT_MASK);
}
}
}
return 1;
}
return 0;
}
void PAINT_OT_sample_color(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Sample Color";
ot->idname = "PAINT_OT_sample_color";
ot->description = "Use the mouse to sample a color in the image";
/* api callbacks */
ot->exec = sample_color_exec;
ot->invoke = sample_color_invoke;
ot->modal = sample_color_modal;
ot->poll = image_paint_sample_color_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
RNA_def_int_vector(ot->srna, "location", 2, NULL, 0, INT_MAX, "Location", "Cursor location in region coordinates", 0, 16384);
}
/******************** set clone cursor operator ********************/
static int set_clone_cursor_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
float *cursor = give_cursor(scene, v3d);
RNA_float_get_array(op->ptr, "location", cursor);
ED_area_tag_redraw(CTX_wm_area(C));
return OPERATOR_FINISHED;
}
static int set_clone_cursor_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
float location[3];
view3d_operator_needs_opengl(C);
if (!ED_view3d_autodist(scene, ar, v3d, event->mval, location))
return OPERATOR_CANCELLED;
RNA_float_set_array(op->ptr, "location", location);
return set_clone_cursor_exec(C, op);
}
void PAINT_OT_clone_cursor_set(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Set Clone Cursor";
ot->idname = "PAINT_OT_clone_cursor_set";
ot->description = "Set the location of the clone cursor";
/* api callbacks */
ot->exec = set_clone_cursor_exec;
ot->invoke = set_clone_cursor_invoke;
ot->poll = image_paint_3d_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
RNA_def_float_vector(ot->srna, "location", 3, NULL, -FLT_MAX, FLT_MAX, "Location", "Cursor location in world space coordinates", -10000.0f, 10000.0f);
}
/******************** texture paint toggle operator ********************/
static int texture_paint_toggle_poll(bContext *C)
{
if (CTX_data_edit_object(C))
return 0;
if (CTX_data_active_object(C) == NULL)
return 0;
return 1;
}
static int texture_paint_toggle_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
Mesh *me = NULL;
if (ob == NULL)
return OPERATOR_CANCELLED;
if (BKE_object_obdata_is_libdata(ob)) {
BKE_report(op->reports, RPT_ERROR, "Can't edit external libdata");
return OPERATOR_CANCELLED;
}
me = BKE_mesh_from_object(ob);
if (!(ob->mode & OB_MODE_TEXTURE_PAINT) && !me) {
BKE_report(op->reports, RPT_ERROR, "Can only enter texture paint mode for mesh objects");
return OPERATOR_CANCELLED;
}
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
ob->mode &= ~OB_MODE_TEXTURE_PAINT;
if (U.glreslimit != 0)
GPU_free_images();
GPU_paint_set_mipmap(1);
toggle_paint_cursor(C, 0);
}
else {
ob->mode |= OB_MODE_TEXTURE_PAINT;
if (me->mtface == NULL)
me->mtface = CustomData_add_layer(&me->fdata, CD_MTFACE, CD_DEFAULT,
NULL, me->totface);
BKE_paint_init(&scene->toolsettings->imapaint.paint, PAINT_CURSOR_TEXTURE_PAINT);
if (U.glreslimit != 0)
GPU_free_images();
GPU_paint_set_mipmap(0);
toggle_paint_cursor(C, 1);
}
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_SCENE | ND_MODE, scene);
return OPERATOR_FINISHED;
}
void PAINT_OT_texture_paint_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Texture Paint Toggle";
ot->idname = "PAINT_OT_texture_paint_toggle";
ot->description = "Toggle texture paint mode in 3D view";
/* api callbacks */
ot->exec = texture_paint_toggle_exec;
ot->poll = texture_paint_toggle_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int texture_paint_poll(bContext *C)
{
if (texture_paint_toggle_poll(C))
if (CTX_data_active_object(C)->mode & OB_MODE_TEXTURE_PAINT)
return 1;
return 0;
}
int image_texture_paint_poll(bContext *C)
{
return (texture_paint_poll(C) || image_paint_poll(C));
}
int uv_sculpt_poll(bContext *C)
{
return uv_sculpt_brush_poll(C);
}
int facemask_paint_poll(bContext *C)
{
return paint_facesel_test(CTX_data_active_object(C));
}
int vert_paint_poll(bContext *C)
{
return paint_vertsel_test(CTX_data_active_object(C));
}
int mask_paint_poll(bContext *C)
{
return paint_facesel_test(CTX_data_active_object(C)) || paint_vertsel_test(CTX_data_active_object(C));
}
/* use project paint to re-apply an image */
static int texture_paint_camera_project_exec(bContext *C, wmOperator *op)
{
Image *image = BLI_findlink(&CTX_data_main(C)->image, RNA_enum_get(op->ptr, "image"));
Scene *scene = CTX_data_scene(C);
ProjPaintState ps = {NULL};
int orig_brush_size;
IDProperty *idgroup;
IDProperty *view_data = NULL;
project_state_init(C, OBACT, &ps);
if (ps.ob == NULL || ps.ob->type != OB_MESH) {
BKE_report(op->reports, RPT_ERROR, "No active mesh object");
return OPERATOR_CANCELLED;
}
if (image == NULL) {
BKE_report(op->reports, RPT_ERROR, "Image could not be found");
return OPERATOR_CANCELLED;
}
ps.reproject_image = image;
ps.reproject_ibuf = BKE_image_get_ibuf(image, NULL);
if (ps.reproject_ibuf == NULL || ps.reproject_ibuf->rect == NULL) {
BKE_report(op->reports, RPT_ERROR, "Image data could not be found");
return OPERATOR_CANCELLED;
}
idgroup = IDP_GetProperties(&image->id, 0);
if (idgroup) {
view_data = IDP_GetPropertyTypeFromGroup(idgroup, PROJ_VIEW_DATA_ID, IDP_ARRAY);
/* type check to make sure its ok */
if (view_data->len != PROJ_VIEW_DATA_SIZE || view_data->subtype != IDP_FLOAT) {
BKE_report(op->reports, RPT_ERROR, "Image project data invalid");
return OPERATOR_CANCELLED;
}
}
if (view_data) {
/* image has stored view projection info */
ps.source = PROJ_SRC_IMAGE_VIEW;
}
else {
ps.source = PROJ_SRC_IMAGE_CAM;
if (scene->camera == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active camera set");
return OPERATOR_CANCELLED;
}
}
/* override */
ps.is_texbrush = 0;
ps.is_airbrush = 1;
orig_brush_size = BKE_brush_size_get(scene, ps.brush);
BKE_brush_size_set(scene, ps.brush, 32); /* cover the whole image */
ps.tool = PAINT_TOOL_DRAW; /* so pixels are initialized with minimal info */
scene->toolsettings->imapaint.flag |= IMAGEPAINT_DRAWING;
undo_paint_push_begin(UNDO_PAINT_IMAGE, op->type->name,
image_undo_restore, image_undo_free);
/* allocate and initialize spatial data structures */
project_paint_begin(&ps);
if (ps.dm == NULL) {
BKE_brush_size_set(scene, ps.brush, orig_brush_size);
return OPERATOR_CANCELLED;
}
else {
float pos[2] = {0.0, 0.0};
float lastpos[2] = {0.0, 0.0};
int a;
for (a = 0; a < ps.image_tot; a++)
partial_redraw_array_init(ps.projImages[a].partRedrawRect);
project_paint_op(&ps, NULL, lastpos, pos);
project_image_refresh_tagged(&ps);
for (a = 0; a < ps.image_tot; a++) {
GPU_free_image(ps.projImages[a].ima);
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, ps.projImages[a].ima);
}
}
project_paint_end(&ps);
scene->toolsettings->imapaint.flag &= ~IMAGEPAINT_DRAWING;
BKE_brush_size_set(scene, ps.brush, orig_brush_size);
return OPERATOR_FINISHED;
}
void PAINT_OT_project_image(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Project Image";
ot->idname = "PAINT_OT_project_image";
ot->description = "Project an edited render from the active camera back onto the object";
/* api callbacks */
ot->invoke = WM_enum_search_invoke;
ot->exec = texture_paint_camera_project_exec;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
prop = RNA_def_enum(ot->srna, "image", DummyRNA_NULL_items, 0, "Image", "");
RNA_def_enum_funcs(prop, RNA_image_itemf);
ot->prop = prop;
}
static int texture_paint_image_from_view_exec(bContext *C, wmOperator *op)
{
Image *image;
ImBuf *ibuf;
char filename[FILE_MAX];
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
int w = settings->imapaint.screen_grab_size[0];
int h = settings->imapaint.screen_grab_size[1];
int maxsize;
char err_out[256] = "unknown";
RNA_string_get(op->ptr, "filepath", filename);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxsize);
if (w > maxsize) w = maxsize;
if (h > maxsize) h = maxsize;
ibuf = ED_view3d_draw_offscreen_imbuf(CTX_data_scene(C), CTX_wm_view3d(C), CTX_wm_region(C), w, h, IB_rect, FALSE, err_out);
if (!ibuf) {
/* Mostly happens when OpenGL offscreen buffer was failed to create, */
/* but could be other reasons. Should be handled in the future. nazgul */
BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL offscreen buffer: %s", err_out);
return OPERATOR_CANCELLED;
}
image = BKE_image_add_from_imbuf(ibuf);
if (image) {
/* now for the trickyness. store the view projection here!
* re-projection will reuse this */
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
IDPropertyTemplate val;
IDProperty *idgroup = IDP_GetProperties(&image->id, 1);
IDProperty *view_data;
int orth;
float *array;
val.array.len = PROJ_VIEW_DATA_SIZE;
val.array.type = IDP_FLOAT;
view_data = IDP_New(IDP_ARRAY, &val, PROJ_VIEW_DATA_ID);
array = (float *)IDP_Array(view_data);
memcpy(array, rv3d->winmat, sizeof(rv3d->winmat)); array += sizeof(rv3d->winmat) / sizeof(float);
memcpy(array, rv3d->viewmat, sizeof(rv3d->viewmat)); array += sizeof(rv3d->viewmat) / sizeof(float);
orth = project_paint_view_clip(v3d, rv3d, &array[0], &array[1]);
array[2] = orth ? 1.0f : 0.0f; /* using float for a bool is dodgy but since its an extra member in the array... easier then adding a single bool prop */
IDP_AddToGroup(idgroup, view_data);
rename_id(&image->id, "image_view");
}
return OPERATOR_FINISHED;
}
void PAINT_OT_image_from_view(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Image from View";
ot->idname = "PAINT_OT_image_from_view";
ot->description = "Make an image from the current 3D view for re-projection";
/* api callbacks */
ot->exec = texture_paint_image_from_view_exec;
ot->poll = ED_operator_region_view3d_active;
/* flags */
ot->flag = OPTYPE_REGISTER;
RNA_def_string_file_name(ot->srna, "filepath", "", FILE_MAX, "File Path", "Name of the file");
}