From 0cf9844d0043ab2739103f68d12d1f0424a83ab0 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 23 Nov 2008 17:06:35 +0000 Subject: [PATCH] Only paint in the view clipped area when view clip is enabled (space defined by Alt+B). --- source/blender/src/imagepaint.c | 238 ++++++++++++++++++++------------ 1 file changed, 151 insertions(+), 87 deletions(-) diff --git a/source/blender/src/imagepaint.c b/source/blender/src/imagepaint.c index 69f233a13b9..5a535da77c4 100644 --- a/source/blender/src/imagepaint.c +++ b/source/blender/src/imagepaint.c @@ -88,6 +88,7 @@ #include "BSE_node.h" #include "BSE_trans_types.h" #include "BSE_view.h" +#include "BSE_drawview.h" /* view3d_test_clipping */ #include "BDR_imagepaint.h" #include "BDR_vpaint.h" @@ -251,6 +252,7 @@ typedef struct ProjPaintState { float viewMat[4][4]; 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; float screen_min[2]; /* 2D bounds for mesh verts on the screen's plane (screenspace) */ float screen_max[2]; @@ -278,14 +280,14 @@ typedef union pixelStore } PixelStore; typedef struct ProjPixel { - float projCo2D[2]; /* the floating point screen projection of this pixel */ + float projCoSS[2]; /* the floating point screen projection of this pixel */ + float mask; /* for various reasons we may want to mask out painting onto this pixel */ + short x_px, y_px; PixelStore origColor; PixelPointer pixel; - float mask; /* for various reasons we may want to mask out painting onto this pixel */ - short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */ unsigned char bb_cell_index; } ProjPixel; @@ -482,25 +484,25 @@ static void undo_imagepaint_push_end() } /* fast projection bucket array lookup, use the safe version for bound checking */ -static int project_bucket_offset(ProjPaintState *ps, float projCo2D[2]) +static int project_bucket_offset(ProjPaintState *ps, 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? - * projCo2D[0] - ps->screen_min[0] : zero origin + * projCoSS[0] - ps->screen_min[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)(( (projCo2D[0] - ps->screen_min[0]) / ps->screen_width) * ps->buckets_x)) + - ( ( (int)(( (projCo2D[1] - ps->screen_min[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x ); + return ( (int)(( (projCoSS[0] - ps->screen_min[0]) / ps->screen_width) * ps->buckets_x)) + + ( ( (int)(( (projCoSS[1] - ps->screen_min[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x ); } -static int project_bucket_offset_safe(ProjPaintState *ps, float projCo2D[2]) +static int project_bucket_offset_safe(ProjPaintState *ps, float projCoSS[2]) { - int bucket_index = project_bucket_offset(ps, projCo2D); + int bucket_index = project_bucket_offset(ps, projCoSS); if (bucket_index < 0 || bucket_index >= ps->buckets_x*ps->buckets_y) { return -1; @@ -530,20 +532,20 @@ static void BarycentricWeightsSimple2f(float v1[2], float v2[2], float v3[2], fl #define SIDE_OF_LINE(pa,pb,pp) ((pa[0]-pp[0])*(pb[1]-pp[1]))-((pb[0]-pp[0])*(pa[1]-pp[1])) static void BarycentricWeights2f(float v1[2], float v2[2], float v3[2], float pt[2], float w[3]) { float wtot_inv, wtot = AreaF2Dfl(v1, v2, v3); - if (wtot > 0.0) { + if (wtot > 0.0f) { wtot_inv = 1.0f / wtot; w[0] = AreaF2Dfl(v2, v3, pt); w[1] = AreaF2Dfl(v3, v1, pt); w[2] = AreaF2Dfl(v1, v2, pt); /* negate weights when 'pt' is on the outer side of the the triangles edge */ - if ((SIDE_OF_LINE(v2,v3, pt)>0.0) != (SIDE_OF_LINE(v2,v3, v1)>0.0)) w[0]*= -wtot_inv; + if ((SIDE_OF_LINE(v2,v3, pt)>0.0f) != (SIDE_OF_LINE(v2,v3, v1)>0.0f)) w[0]*= -wtot_inv; else w[0]*= wtot_inv; - if ((SIDE_OF_LINE(v3,v1, pt)>0.0) != (SIDE_OF_LINE(v3,v1, v2)>0.0)) w[1]*= -wtot_inv; + if ((SIDE_OF_LINE(v3,v1, pt)>0.0f) != (SIDE_OF_LINE(v3,v1, v2)>0.0f)) w[1]*= -wtot_inv; else w[1]*= wtot_inv; - if ((SIDE_OF_LINE(v1,v2, pt)>0.0) != (SIDE_OF_LINE(v1,v2, v3)>0.0)) w[2]*= -wtot_inv; + if ((SIDE_OF_LINE(v1,v2, pt)>0.0f) != (SIDE_OF_LINE(v1,v2, v3)>0.0f)) w[2]*= -wtot_inv; else w[2]*= wtot_inv; } else { w[0] = w[1] = w[2] = 1.0f/3.0f; /* dummy values for zero area face */ @@ -764,7 +766,7 @@ static int project_paint_PickColor(ProjPaintState *ps, float pt[2], float *rgba_ * -1 : no occlusion but 2D intersection is true (avoid testing the other half of a quad) * 1 : occluded */ -static int project_paint_PointOcclude(float pt[3], float v1[3], float v2[3], float v3[3]) +static int project_paint_occlude_ptv(float pt[3], float v1[3], float v2[3], float v3[3]) { /* if all are behind us, return false */ if(v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2]) @@ -774,10 +776,10 @@ static int project_paint_PointOcclude(float pt[3], float v1[3], float v2[3], flo if ( !IsectPT2Df(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]) { + if(v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) { return 1; } else { float w[3]; @@ -790,6 +792,34 @@ static int project_paint_PointOcclude(float pt[3], float v1[3], float v2[3], flo } +static int project_paint_occlude_ptv_clip(ProjPaintState *ps, MFace *mf, float pt[3], float v1[3], float v2[3], float v3[3], int side) +{ + float w[3], wco[3]; + + /* 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 ( !IsectPT2Df(pt, v1, v2, v3) ) + return 0; /* we know there is */ + + /* we intersect? - find the exact depth at the point of intersection */ + if (tri_depth_2d(v1,v2,v3,pt,w) > pt[2]) + return -1; + + if (side) VecWeightf(wco, ps->dm_mvert[ (*(&mf->v1)) ].co, ps->dm_mvert[ (*(&mf->v1 + 2)) ].co, ps->dm_mvert[ (*(&mf->v1 + 3)) ].co, w); + else VecWeightf(wco, ps->dm_mvert[ (*(&mf->v1)) ].co, ps->dm_mvert[ (*(&mf->v1 + 1)) ].co, ps->dm_mvert[ (*(&mf->v1 + 2)) ].co, w); + + Mat4MulVecfl(ps->ob->obmat, wco); + if(!view3d_test_clipping(G.vd, wco)) { + 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) */ @@ -802,37 +832,47 @@ static int project_bucket_point_occluded(ProjPaintState *ps, LinkNode *bucketFac /* 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 */ - while (bucketFace) { - face_index = (int)bucketFace->link; - - if (orig_face != face_index) { + if(G.vd->flag & V3D_CLIPPING) { + while (bucketFace) { + face_index = (int)bucketFace->link; - mf = ps->dm_mface + face_index; - - isect_ret = project_paint_PointOcclude( - pixelScreenCo, - ps->screenCoords[mf->v1], - ps->screenCoords[mf->v2], - ps->screenCoords[mf->v3]); - - /* Note, if isect_ret==-1 then we dont want to test the other side of the quad */ - if (isect_ret==0 && mf->v4) { - isect_ret = project_paint_PointOcclude( - pixelScreenCo, - ps->screenCoords[mf->v1], - ps->screenCoords[mf->v3], - ps->screenCoords[mf->v4]); - } - - 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; + if (orig_face != face_index) { + mf = ps->dm_mface + face_index; + isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0); + + /* Note, if isect_ret==-1 then we dont want to test the other side of the quad */ + if (isect_ret==0 && mf->v4) { + isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1); + } + 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; + } } + bucketFace = bucketFace->next; + } + } else { + while (bucketFace) { + face_index = (int)bucketFace->link; + + if (orig_face != face_index) { + mf = ps->dm_mface + face_index; + isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3]); + + /* Note, if isect_ret==-1 then we dont want to test the other side of the quad */ + if (isect_ret==0 && mf->v4) { + isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4]); + } + 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; + } + } + bucketFace = bucketFace->next; } - bucketFace = bucketFace->next; } - return 0; } @@ -1250,8 +1290,8 @@ static void screen_px_from_persp( // if( pixelScreenCo[3] > 0.001 ) { ??? TODO /* screen space, not clamped */ - pixelScreenCo[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*pixelScreenCo[0]/pixelScreenCo[3]; - pixelScreenCo[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*pixelScreenCo[1]/pixelScreenCo[3]; + pixelScreenCo[0] = (float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*pixelScreenCo[0]/pixelScreenCo[3]; + pixelScreenCo[1] = (float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*pixelScreenCo[1]/pixelScreenCo[3]; pixelScreenCo[2] = pixelScreenCo[2]/pixelScreenCo[3]; /* Use the depth for bucket point occlusion */ } #endif @@ -1372,7 +1412,7 @@ static ProjPixel *project_paint_uvpixel_init( } /* screenspace unclamped, we could keep its z and w values but dont need them at the moment */ - VECCOPY2D(projPixel->projCo2D, pixelScreenCo); + VECCOPY2D(projPixel->projCoSS, pixelScreenCo); projPixel->x_px = x; projPixel->y_px = y; @@ -1430,7 +1470,7 @@ static ProjPixel *project_paint_uvpixel_init( /* Initialize clone pixels - note that this is a bit of a waste since some of these are being indirectly initialized :/ */ /* TODO - possibly only run this for directly ativated buckets when cloning */ - Vec2Subf(co, projPixel->projCo2D, ps->clone_offset); + Vec2Subf(co, projPixel->projCoSS, ps->clone_offset); /* no need to initialize the bucket, we're only checking buckets faces and for this * the faces are alredy initialized in project_paint_delayed_face_init(...) */ @@ -2094,7 +2134,7 @@ static void project_paint_face_init(ProjPaintState *ps, int thread_index, int bu float *vCo[4]; /* vertex screenspace coords */ - float w[3]; + 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]; @@ -2190,10 +2230,18 @@ static void project_paint_face_init(ProjPaintState *ps, int thread_index, int bu if (IsectPoly2Df(uv, uv_clip, uv_clip_tot)) { - if (ps->is_ortho) { - screen_px_from_ortho(ps, uv, v1coSS,v2coSS,v3coSS, uv1co,uv2co,uv3co, pixelScreenCo, w); - } else { - screen_px_from_persp(ps, uv, v1coSS,v2coSS,v3coSS, uv1co,uv2co,uv3co, pixelScreenCo, w); + has_x_isect = has_isect = 1; + + if (ps->is_ortho) screen_px_from_ortho(ps, uv, v1coSS,v2coSS,v3coSS, uv1co,uv2co,uv3co, pixelScreenCo, w); + else screen_px_from_persp(ps, uv, v1coSS,v2coSS,v3coSS, uv1co,uv2co,uv3co, pixelScreenCo, w); + + /* a pitty we need to get the worldspace pixel location here */ + if(G.vd->flag & V3D_CLIPPING) { + VecWeightf(wco, ps->dm_mvert[ (*(&mf->v1 + i1)) ].co, ps->dm_mvert[ (*(&mf->v1 + i2)) ].co, ps->dm_mvert[ (*(&mf->v1 + i3)) ].co, w); + Mat4MulVecfl(ps->ob->obmat, wco); + if(view3d_test_clipping(G.vd, wco)) { + continue; /* Watch out that no code below this needs to run */ + } } /* Is this UV visible from the view? - raytrace */ @@ -2212,7 +2260,6 @@ static void project_paint_face_init(ProjPaintState *ps, int thread_index, int bu } } - 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; @@ -2387,6 +2434,17 @@ static void project_paint_face_init(ProjPaintState *ps, int thread_index, int bu } + /* a pitty we need to get the worldspace pixel location here */ + if(G.vd->flag & V3D_CLIPPING) { + if (side) VecWeightf(wco, ps->dm_mvert[ (*(&mf->v1)) ].co, ps->dm_mvert[ (*(&mf->v1 + 2)) ].co, ps->dm_mvert[ (*(&mf->v1 + 3)) ].co, w); + else VecWeightf(wco, ps->dm_mvert[ (*(&mf->v1)) ].co, ps->dm_mvert[ (*(&mf->v1 + 1)) ].co, ps->dm_mvert[ (*(&mf->v1 + 2)) ].co, w); + + Mat4MulVecfl(ps->ob->obmat, wco); + if(view3d_test_clipping(G.vd, wco)) { + 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) { @@ -2631,7 +2689,6 @@ static void project_paint_begin( ProjPaintState *ps, short mval[2]) { /* Viewport vars */ float mat[3][3]; - float clipsta; float no[3]; @@ -2691,26 +2748,47 @@ static void project_paint_begin( ProjPaintState *ps, short mval[2]) view3d_get_object_project_mat(curarea, ps->ob, ps->projectMat, ps->viewMat); + /* viewDir - object relative */ + Mat4Invert(ps->ob->imat, ps->ob->obmat); + Mat3CpyMat4(mat, G.vd->viewinv); + Mat3MulVecfl(mat, ps->viewDir); + Mat3CpyMat4(mat, ps->ob->imat); + Mat3MulVecfl(mat, ps->viewDir); + Normalize(ps->viewDir); + /* viewPos - object relative */ + VECCOPY(ps->viewPos, G.vd->viewinv[3]); + Mat3CpyMat4(mat, ps->ob->imat); + Mat3MulVecfl(mat, ps->viewPos); + VecAddf(ps->viewPos, ps->viewPos, ps->ob->imat[3]); + + { /* only use these for running 'get_view3d_viewplane' */ + rctf viewplane; + + ps->is_ortho = get_view3d_viewplane(curarea->winx, curarea->winy, &viewplane, &ps->clipsta, &ps->clipend, NULL); + + //printf("%f %f\n", ps->clipsta, ps->clipend); + if (ps->is_ortho) { /* only needed for ortho */ + float fac = 2.0f / (ps->clipend - ps->clipsta); + ps->clipsta *= fac; + ps->clipend *= fac; + } else { + /* TODO - can we even adjust for clip start/end? */ + } + + } + /* calculate vert screen coords * run this early so we can calculate the x/y resolution of our bucket rect */ /* since we now run this before the memarena is allocated, this will need its own memory */ /*ps->screenCoords = BLI_memarena_alloc( ps->arena, sizeof(float) * ps->dm_totvert * 4);*/ + INIT_MINMAX2(ps->screen_min, ps->screen_max); + ps->screenCoords = MEM_mallocN(sizeof(float) * ps->dm_totvert * 4, "ProjectPaint ScreenVerts"); projScreenCo = ps->screenCoords; - - { /* only use these for running 'get_view3d_viewplane' */ - rctf viewplane; - float clipend; - - ps->is_ortho = get_view3d_viewplane(curarea->winx, curarea->winy, &viewplane, &clipsta, &clipend, NULL); - } - - INIT_MINMAX2(ps->screen_min, ps->screen_max); - if (ps->is_ortho) { for(a=0; a < ps->dm_totvert; a++, projScreenCo++) { VECCOPY((*projScreenCo), ps->dm_mvert[a].co); @@ -2728,7 +2806,8 @@ static void project_paint_begin( ProjPaintState *ps, short mval[2]) Mat4MulVec4fl(ps->projectMat, (*projScreenCo)); - if ( (*projScreenCo)[3] > clipsta ) { + + if ( (*projScreenCo)[3] > ps->clipsta ) { /* screen space, not clamped */ (*projScreenCo)[0] = (float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*(*projScreenCo)[0]/(*projScreenCo)[3]; (*projScreenCo)[1] = (float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*(*projScreenCo)[1]/(*projScreenCo)[3]; @@ -2840,14 +2919,6 @@ static void project_paint_begin( ProjPaintState *ps, short mval[2]) ps->arena_mt[a] = BLI_memarena_new(1<<16); } - Mat4Invert(ps->ob->imat, ps->ob->obmat); - - Mat3CpyMat4(mat, G.vd->viewinv); - Mat3MulVecfl(mat, ps->viewDir); - Mat3CpyMat4(mat, ps->ob->imat); - Mat3MulVecfl(mat, ps->viewDir); - Normalize(ps->viewDir); - if (ps->do_backfacecull && ps->do_mask_normal) { MVert *v = ps->dm_mvert; float viewDirPersp[3]; @@ -2886,16 +2957,9 @@ static void project_paint_begin( ProjPaintState *ps, short mval[2]) // printf("%f %f %f %f %f\n", ps->clone_offset[0], ps->clone_offset[1], curs[0], curs[1], curs[2]); - } + } + - if (!ps->is_ortho) { - /* get the view direction relative to the objects matrix */ - float imat[3][3]; - VECCOPY(ps->viewPos, G.vd->viewinv[3]); - Mat3CpyMat4(imat, ps->ob->imat); - Mat3MulVecfl(imat, ps->viewPos); - VecAddf(ps->viewPos, ps->viewPos, ps->ob->imat[3]); - } for( face_index = 0, tf = ps->dm_mtface, mf = ps->dm_mface; face_index < ps->dm_totface; mf++, tf++, face_index++ ) { @@ -3751,8 +3815,8 @@ static void *do_projectpaint_thread(void *ph_v) do { projPixel = (ProjPixel *)node->link; - /*dist = Vec2Lenf(projPixel->projCo2D, pos);*/ /* correct but uses a sqrt */ - dist_nosqrt = Vec2Lenf_nosqrt(projPixel->projCo2D, pos); + /*dist = Vec2Lenf(projPixel->projCoSS, pos);*/ /* correct but uses a sqrt */ + dist_nosqrt = Vec2Lenf_nosqrt(projPixel->projCoSS, pos); /*if (dist < s->brush->size) {*/ /* correct but uses a sqrt */ if (dist_nosqrt < brush_size_sqared) { @@ -3795,9 +3859,9 @@ static void *do_projectpaint_thread(void *ph_v) } break; case PAINT_TOOL_SMEAR: - Vec2Subf(co, projPixel->projCo2D, pos_ofs); + Vec2Subf(co, projPixel->projCoSS, pos_ofs); if (project_paint_PickColor(ps, co, NULL, rgba_ub, 1)) { /* Note, no interpolation here, only needed for clone, nearest should be is OK??? - c */ - brush_sample_tex(ps->brush, projPixel->projCo2D, rgba); + brush_sample_tex(ps->brush, projPixel->projCoSS, rgba); alpha = rgba[3]*brush_sample_falloff(ps->brush, dist) * projPixel->mask; /* drat! - this could almost be very simple if we ignore @@ -3822,7 +3886,7 @@ static void *do_projectpaint_thread(void *ph_v) } break; default: - brush_sample_tex(ps->brush, projPixel->projCo2D, rgba); + brush_sample_tex(ps->brush, projPixel->projCoSS, rgba); alpha = rgba[3]*brush_sample_falloff(ps->brush, dist) * projPixel->mask; if (alpha > 0.0f) {