diff --git a/source/blender/src/imagepaint.c b/source/blender/src/imagepaint.c index 9bcf520d5ff..8202b347b26 100644 --- a/source/blender/src/imagepaint.c +++ b/source/blender/src/imagepaint.c @@ -119,7 +119,6 @@ typedef struct ImagePaintState { ImBuf *canvas; ImBuf *clonecanvas; short clonefreefloat; - short project; /* is projection texture painting enabled */ char *warnpackedfile; char *warnmultifile; @@ -135,6 +134,7 @@ typedef struct ImagePaintState { #define PROJ_BUCKET_DIV 128 /* TODO - test other values, this is a guess, seems ok */ // #define PROJ_DEBUG_PAINT 1 +// #define PROJ_DEBUG_NOSCANLINE 1 /* projectFaceFlags options */ #define PROJ_FACE_IGNORE 1<<0 /* When the face is hidden, backfacing or occluded */ @@ -155,6 +155,10 @@ typedef struct ImagePaintState { #define PROJ_BUCKET_TOP 3 typedef struct ProjectPaintState { + Brush *brush; + short tool, blend; + Object *ob; + /* end similarities with ImagePaintState */ DerivedMesh *dm; int dm_totface; @@ -479,40 +483,28 @@ static int project_bucket_point_occluded(ProjectPaintState *ps, int bucket_index return 0; } -/* basic line intersection, could move to arithb.c, 2 points with a horiz line */ -static int project_scanline_isect(float *p1, float *p2, float y_level, float *y_isect) +/* basic line intersection, could move to arithb.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 project_scanline_isect(float *p1, float *p2, float y_level, float *x_isect) { + if (y_level==p1[1]) { + *x_isect = p1[0]; + return ISECT_TRUE_P1; + } + if (y_level==p2[1]) { + *x_isect = p2[0]; + return ISECT_TRUE_P2; + } + if (p1[1] > y_level && p2[1] < y_level) { - *y_isect = (p2[0]*(p1[1]-y_level) + p1[0]*(y_level-p2[1])) / (p1[1]-p2[1]); - return 1; + *x_isect = (p2[0]*(p1[1]-y_level) + p1[0]*(y_level-p2[1])) / (p1[1]-p2[1]); + return ISECT_TRUE; } else if (p1[1] < y_level && p2[1] > y_level) { - *y_isect = (p2[0]*(y_level-p1[1]) + p1[0]*(p2[1]-y_level)) / (p2[1]-p1[1]); - return 1; - } else { - return 0; - } -} - -/* take 3 uv coords, a horizontal x_limits and set the min|max intersections points here */ -static int project_uv_scanline(float *uv1, float *uv2, float *uv3, float y_level, float x_limits[2]) -{ - int i = 0; - - if (project_scanline_isect(uv1, uv2, y_level, &x_limits[0])) i++; - if (project_scanline_isect(uv2, uv3, y_level, &x_limits[i])) i++; - /* if the triangle intersects then the first 2 lines must */ - if (i==0) { - return 0; - } else if (i!=2) { - /* if we are here then this really should not fail since 2 edges MUST intersect */ - if (project_scanline_isect(uv3, uv1, y_level, &x_limits[i])) i++; - } - - if (i==2) { - if (x_limits[0] > x_limits[1]) { - SWAP(float, x_limits[0], x_limits[1]); - } - return 1; + *x_isect = (p2[0]*(y_level-p1[1]) + p1[0]*(p2[1]-y_level)) / (p2[1]-p1[1]); + return ISECT_TRUE; } else { return 0; } @@ -523,14 +515,15 @@ static int project_face_scanline(ProjectScanline *sc, float y_level, float *v1, /* Create a scanlines for the face at this Y level * triangles will only ever have 1 scanline, quads may have 2 */ int totscanlines = 0; + short i1=0,i2=0,i3=0; if (v4) { /* This is a quad?*/ - short i1,i2,i3,i4, i_mid; + int i4=0, i_mid=0; float xi1, xi2, xi3, xi4, xi_mid; - - + i1 = project_scanline_isect(v1, v2, y_level, &xi1); - i2 = project_scanline_isect(v2, v3, y_level, &xi2); + if (i1 != ISECT_TRUE_P2) /* rare cases we could be on the line, in these cases we dont want to intersect with the same point twice */ + i2 = project_scanline_isect(v2, v3, y_level, &xi2); if (i1 && i2) { /* both the first 2 edges intersect, this means the second half of the quad wont intersect */ sc->v[0] = 0; @@ -540,8 +533,10 @@ static int project_face_scanline(ProjectScanline *sc, float y_level, float *v1, sc->x_limits[1] = MAX2(xi1, xi2); totscanlines = 1; } else { - i3 = project_scanline_isect(v3, v4, y_level, &xi3); - i4 = project_scanline_isect(v4, v1, y_level, &xi4); + if (i2 != ISECT_TRUE_P2) + i3 = project_scanline_isect(v3, v4, y_level, &xi3); + if (i1 != ISECT_TRUE_P1 && i3 != ISECT_TRUE_P2) + i4 = project_scanline_isect(v4, v1, y_level, &xi4); if (i3 && i4) { /* second 2 edges only intersect, same as above */ sc->v[0] = 0; @@ -573,13 +568,37 @@ static int project_face_scanline(ProjectScanline *sc, float y_level, float *v1, } } } + } else { /* triangle */ + int i = 0; - } else { - if (project_uv_scanline(v1, v2, v3, y_level, sc->x_limits)) { - sc->v[0] = 0; - sc->v[1] = 1; - sc->v[2] = 2; - totscanlines = 1; + i1 = project_scanline_isect(v1, v2, y_level, &sc->x_limits[0]); + if (i1) i++; + + if (i1 != ISECT_TRUE_P2) { + i2 = project_scanline_isect(v2, v3, y_level, &sc->x_limits[i]); + if (i2) i++; + } + + /* if the triangle intersects then the first 2 lines must */ + if (i!=0) { + if (i!=2) { + /* if we are here then this really should not fail since 2 edges MUST intersect */ + if (i1 != ISECT_TRUE_P1 && i2 != ISECT_TRUE_P2) { + i3 = project_scanline_isect(v3, v1, y_level, &sc->x_limits[i]); + if (i3) i++; + + } + } + + if (i==2) { + if (sc->x_limits[0] > sc->x_limits[1]) { + SWAP(float, sc->x_limits[0], sc->x_limits[1]); + } + sc->v[0] = 0; + sc->v[1] = 1; + sc->v[2] = 2; + totscanlines = 1; + } } } /* done setting up scanlines */ @@ -883,10 +902,12 @@ static screen_px_from_persp( /* can provide own own coords, use for seams when we want to bleed our from the original location */ #define pixel_size 4 -static void project_paint_uvpixel_init(ProjectPaintState *ps, ProjectScanline *sc, ImBuf *ibuf, float *uv, int x, int y, int face_index, float *pixelScreenCo) +static void project_paint_uvpixel_init(ProjectPaintState *ps, ImBuf *ibuf, float *uv, int x, int y, int face_index, float *pixelScreenCo) { int bucket_index; + // printf("adding px (%d %d), (%f %f)\n", x,y,uv[0],uv[1]); + ProjectPixel *projPixel; bucket_index = project_paint_BucketOffset(ps, pixelScreenCo); @@ -940,10 +961,12 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf int i, j; /* scanlines since quads can have 2 triangles intersecting the same vertical location */ +#ifndef PROJ_DEBUG_NOSCANLINE ProjectScanline scanlines[2]; ProjectScanline *sc; int totscanlines; /* can only be 1 or 2, oh well */ - +#endif + if (!uv_image_rect(tf->uv[0], tf->uv[1], tf->uv[2], tf->uv[3], min_px, max_px, ibuf->x, ibuf->y, mf->v4)) return; @@ -951,15 +974,16 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf if (ps->projectSeamBleed > 0.0) project_face_seams_init(ps, face_index, mf->v4); - for (y = min_px[1]-2; y < max_px[1]+2; y++) { + for (y = min_px[1]; y < max_px[1]; y++) { uv[1] = (((float)y)+0.5) / (float)ibuf->y; /* TODO - this is not pixel aligned correctly */ - + +#ifndef PROJ_DEBUG_NOSCANLINE totscanlines = project_face_scanline(scanlines, uv[1], tf->uv[0], tf->uv[1], tf->uv[2], mf->v4 ? tf->uv[3]:NULL); /* Loop over scanlines a bit silly since there can only be 1 or 2, but its easier then having tri/quad spesific functions */ for (j=0, sc=scanlines; jx * sc->x_limits[0])+0.5); + min_px[0] = (int)((ibuf->x * sc->x_limits[0])-0.5); max_px[0] = (int)((ibuf->x * sc->x_limits[1])+0.5); CLAMP(min_px[0], 0, ibuf->x); CLAMP(max_px[0], 0, ibuf->x); @@ -976,26 +1000,8 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf for (x = min_px[0]; x < max_px[0]; x++) { uv[0] = (((float)x)+0.5) / (float)ibuf->x; screen_px_from_ortho(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCo); - project_paint_uvpixel_init(ps, sc, ibuf, uv, x,y,face_index, pixelScreenCo); + project_paint_uvpixel_init(ps, ibuf, uv, x,y,face_index, pixelScreenCo); } - - /* interpolation is faster - no workies :( */ - /* - x = min_px[0]; - uv[0] = (((float)x)+0.5) / (float)ibuf->x; - screen_px_from_ortho(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCoXMin); - - x = max_px[0]-1; - uv[0] = (((float)x)+0.5) / (float)ibuf->x; - screen_px_from_ortho(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCoXMax); - - for (x = min_px[0]; x < max_px[0]; x++) { - uv[0] = (((float)x)+0.5) / (float)ibuf->x; - VecLerpf(pixelScreenCo, pixelScreenCoXMin, pixelScreenCoXMax, ((float)x) / ((float)(max_px[0]-min_px[0])) ); - project_paint_uvpixel_init(ps, sc, ibuf, uv, x,y, face_index, pixelScreenCo); - } - */ - } else { v1co = ps->dm_mvert[ (*(&mf->v1 + sc->v[0])) ].co; v2co = ps->dm_mvert[ (*(&mf->v1 + sc->v[1])) ].co; @@ -1004,31 +1010,49 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf for (x = min_px[0]; x < max_px[0]; x++) { uv[0] = (((float)x)+0.5) / (float)ibuf->x; screen_px_from_persp(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCo); - project_paint_uvpixel_init(ps, sc, ibuf, uv, x,y,face_index, pixelScreenCo); + project_paint_uvpixel_init(ps, ibuf, uv, x,y,face_index, pixelScreenCo); } - - - /* interpolation is faster */ - /* - x = min_px[0]; - uv[0] = (((float)x)+0.5) / (float)ibuf->x; - screen_px_from_persp(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCoXMin); - - x = max_px[0]-1; - uv[0] = (((float)x)+0.5) / (float)ibuf->x; - screen_px_from_persp(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCoXMax); - - for (x = min_px[0]; x < max_px[0]; x++) { - uv[0] = (((float)x)+0.5) / (float)ibuf->x; - VecLerpf(pixelScreenCo, pixelScreenCoXMin, pixelScreenCoXMax, ((float)x) / ((float)(max_px[0]-min_px[0])) ); - project_paint_uvpixel_init(ps, sc, ibuf, uv, x,y, face_index, pixelScreenCo); - } - */ } - } +#else /* slow, non scanline method */ + + /* mainly for debuggung scanline, use point-in-tri for every x/y test */ + /* at the moment only works with ortho triangles */ + uv1co = tf->uv[0]; + uv2co = tf->uv[1]; + uv3co = tf->uv[2]; + + if (ps->projectIsOrtho) { + v1co = ps->projectVertScreenCos[ mf->v1 ]; + v2co = ps->projectVertScreenCos[ mf->v2 ]; + v3co = ps->projectVertScreenCos[ mf->v3 ]; + + for (x = min_px[0]; x < max_px[0]; x++) { + uv[0] = (((float)x)+0.5) / (float)ibuf->x; + if (IsectPT2Df(uv, uv1co, uv2co, uv3co)) { + screen_px_from_ortho(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCo); + project_paint_uvpixel_init(ps, ibuf, uv, x,y,face_index, pixelScreenCo); + } + + } + } else { + /* + v1co = ps->dm_mvert[ (*(&mf->v1 + sc->v[0])) ].co; + v2co = ps->dm_mvert[ (*(&mf->v1 + sc->v[1])) ].co; + v3co = ps->dm_mvert[ (*(&mf->v1 + sc->v[2])) ].co; + + for (x = min_px[0]; x < max_px[0]; x++) { + uv[0] = (((float)x)+0.5) / (float)ibuf->x; + screen_px_from_persp(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCo); + project_paint_uvpixel_init(ps, sc, ibuf, uv, x,y,face_index, pixelScreenCo); + } + */ + } +#endif } + +#ifndef PROJ_DEBUG_NOSCANLINE /* Pretty much a copy of above, except fill in seams if we have any */ if (ps->projectFaceFlags[face_index] & (PROJ_FACE_SEAM1|PROJ_FACE_SEAM2|PROJ_FACE_SEAM3|PROJ_FACE_SEAM4)) { float outset_uv[4][2]; /* expanded UV's */ @@ -1184,13 +1208,14 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf pixelScreenCo[2] = pixelScreenCo[2]/pixelScreenCo[3]; /* Use the depth for bucket point occlusion */ } - project_paint_uvpixel_init(ps, sc, ibuf, uv, x, y, face_index, pixelScreenCo); + project_paint_uvpixel_init(ps, ibuf, uv, x, y, face_index, pixelScreenCo); } } } } } } +#endif } @@ -1204,15 +1229,15 @@ static void project_paint_rect(ProjectPaintState *ps, float min[2], float max[2] bucket_min[0] = (int)(((float)(min[0] - ps->viewMin2D[0]) / ps->viewWidth) * ps->bucketsX) + 0.5; bucket_min[1] = (int)(((float)(min[1] - ps->viewMin2D[1]) / ps->viewHeight) * ps->bucketsY) + 0.5; - bucket_max[0] = (int)(((float)(max[0] - ps->viewMin2D[0]) / ps->viewWidth) * ps->bucketsX) + 1.5; - bucket_max[1] = (int)(((float)(max[1] - ps->viewMin2D[1]) / ps->viewHeight) * ps->bucketsY) + 1.5; + bucket_max[0] = (int)(((float)(max[0] - ps->viewMin2D[0]) / ps->viewWidth) * ps->bucketsX) + 0.5; + bucket_max[1] = (int)(((float)(max[1] - ps->viewMin2D[1]) / ps->viewHeight) * ps->bucketsY) + 0.5; /* incase the rect is outside the mesh 2d bounds */ - CLAMP(bucket_min[0], 0, ps->bucketsX-1); - CLAMP(bucket_min[1], 0, ps->bucketsY-1); + CLAMP(bucket_min[0], 0, ps->bucketsX); + CLAMP(bucket_min[1], 0, ps->bucketsY); - CLAMP(bucket_max[0], 0, ps->bucketsX-1); - CLAMP(bucket_max[1], 0, ps->bucketsY-1); + CLAMP(bucket_max[0], 0, ps->bucketsX); + CLAMP(bucket_max[1], 0, ps->bucketsY); } static void project_bucket_bounds(ProjectPaintState *ps, int bucket_x, int bucket_y, float bucket_bounds[4]) @@ -1364,7 +1389,7 @@ static void project_paint_begin_face_delayed_init(ProjectPaintState *ps, MFace * } } -static void project_paint_begin( ImagePaintState *s, ProjectPaintState *ps ) +static void project_paint_begin( ProjectPaintState *ps ) { /* Viewport vars */ float mat[3][3]; @@ -1372,7 +1397,7 @@ static void project_paint_begin( ImagePaintState *s, ProjectPaintState *ps ) float projCo[4]; float (*projScreenCo)[3]; - + float projMargin; /* Image Vars - keep track of images we have used */ LinkNode *image_LinkList = NULL; LinkNode *node; @@ -1397,7 +1422,7 @@ static void project_paint_begin( ImagePaintState *s, ProjectPaintState *ps ) /* paint onto the derived mesh * note get_viewedit_datamask checks for paint mode and will always give UVs */ - ps->dm = mesh_get_derived_final(s->ob, get_viewedit_datamask()); + ps->dm = mesh_get_derived_final(ps->ob, get_viewedit_datamask()); ps->dm_mvert = ps->dm->getVertArray( ps->dm ); ps->dm_mface = ps->dm->getFaceArray( ps->dm ); @@ -1415,7 +1440,7 @@ static void project_paint_begin( ImagePaintState *s, ProjectPaintState *ps ) ps->viewDir[1] = 0.0; ps->viewDir[2] = 1.0; - view3d_get_object_project_mat(curarea, s->ob, ps->projectMat, ps->viewMat); + view3d_get_object_project_mat(curarea, ps->ob, ps->projectMat, ps->viewMat); tot_bucketMem = sizeof(LinkNode *) * ps->bucketsX * ps->bucketsY; tot_faceListMem = sizeof(LinkNode *) * ps->bucketsX * ps->bucketsY; @@ -1445,11 +1470,11 @@ static void project_paint_begin( ImagePaintState *s, ProjectPaintState *ps ) if (ps->projectSeamBleed > 0.0) memset(ps->projectVertFaces, 0, tot_bucketVertFacesMem); - Mat4Invert(s->ob->imat, s->ob->obmat); + Mat4Invert(ps->ob->imat, ps->ob->obmat); Mat3CpyMat4(mat, G.vd->viewinv); Mat3MulVecfl(mat, ps->viewDir); - Mat3CpyMat4(mat, s->ob->imat); + Mat3CpyMat4(mat, ps->ob->imat); Mat3MulVecfl(mat, ps->viewDir); /* calculate vert screen coords */ @@ -1481,6 +1506,17 @@ static void project_paint_begin( ImagePaintState *s, ProjectPaintState *ps ) } } + /* If this border is not added we get artifacts for faces that + * have a paralelle edge and at the bounds of the the 2D projected verts eg + * - a simgle screen aligned quad */ + projMargin = (ps->viewMax2D[0] - ps->viewMin2D[0]) * 0.000001; + ps->viewMax2D[0] += projMargin; + ps->viewMin2D[0] -= projMargin; + projMargin = (ps->viewMax2D[1] - ps->viewMin2D[1]) * 0.000001; + ps->viewMax2D[1] += projMargin; + ps->viewMin2D[1] -= projMargin; + + /* only for convenience */ ps->viewWidth = ps->viewMax2D[0] - ps->viewMin2D[0]; ps->viewHeight = ps->viewMax2D[1] - ps->viewMin2D[1]; @@ -2051,7 +2087,7 @@ static int project_bucket_circle_isect(ProjectPaintState *ps, int bucket_x, int return 0; } -static int imapaint_paint_sub_stroke_project(ImagePaintState *s, ProjectPaintState *ps, BrushPainter *painter, short texpaint, short mval[2], double time, int update, float pressure) +static int imapaint_paint_sub_stroke_project(ProjectPaintState *ps, BrushPainter *painter, short mval[2], double time, int update, float pressure) { /* TODO - texpaint option : is there any use in projection painting from the image window??? - could be interesting */ /* TODO - floating point images */ @@ -2074,11 +2110,11 @@ static int imapaint_paint_sub_stroke_project(ImagePaintState *s, ProjectPaintSta mval_f[0] = mval[0]; mval_f[1] = mval[1]; - min[0] = mval_f[0] - (s->brush->size/2); - min[1] = mval_f[1] - (s->brush->size/2); + min[0] = mval_f[0] - (ps->brush->size/2); + min[1] = mval_f[1] - (ps->brush->size/2); - max[0] = mval_f[0] + (s->brush->size/2); - max[1] = mval_f[1] + (s->brush->size/2); + max[0] = mval_f[0] + (ps->brush->size/2); + max[1] = mval_f[1] + (ps->brush->size/2); /* offset to make this a valid bucket index */ project_paint_rect(ps, min, max, bucket_min, bucket_max); @@ -2089,7 +2125,7 @@ static int imapaint_paint_sub_stroke_project(ImagePaintState *s, ProjectPaintSta } /* avoid a square root with every dist comparison */ - brush_size_sqared = s->brush->size * s->brush->size; + brush_size_sqared = ps->brush->size * ps->brush->size; /* printf("brush bounds %d %d %d %d\n", bucket_min[0], bucket_min[1], bucket_max[0], bucket_max[1]); */ @@ -2125,23 +2161,23 @@ static int imapaint_paint_sub_stroke_project(ImagePaintState *s, ProjectPaintSta /*if (dist < s->brush->size) {*/ /* correct but uses a sqrt */ if (dist_nosqrt < brush_size_sqared) { - brush_sample_tex(s->brush, projPixel->projCo2D, rgba); + brush_sample_tex(ps->brush, projPixel->projCo2D, rgba); dist = (float)sqrt(dist_nosqrt); - alpha = rgba[3]*brush_sample_falloff(s->brush, dist); + alpha = rgba[3]*brush_sample_falloff(ps->brush, dist); if (alpha <= 0.0) { /* do nothing */ } else { if (alpha >= 1.0) { - projPixel->pixel[0] = FTOCHAR(rgba[0]*s->brush->rgb[0]); - projPixel->pixel[1] = FTOCHAR(rgba[1]*s->brush->rgb[1]); - projPixel->pixel[2] = FTOCHAR(rgba[2]*s->brush->rgb[2]); + projPixel->pixel[0] = FTOCHAR(rgba[0]*ps->brush->rgb[0]); + projPixel->pixel[1] = FTOCHAR(rgba[1]*ps->brush->rgb[1]); + projPixel->pixel[2] = FTOCHAR(rgba[2]*ps->brush->rgb[2]); } else { - projPixel->pixel[0] = FTOCHAR(((rgba[0]*s->brush->rgb[0])*alpha) + (((projPixel->pixel[0])/255.0)*(1.0-alpha))); - projPixel->pixel[1] = FTOCHAR(((rgba[1]*s->brush->rgb[1])*alpha) + (((projPixel->pixel[1])/255.0)*(1.0-alpha))); - projPixel->pixel[2] = FTOCHAR(((rgba[2]*s->brush->rgb[2])*alpha) + (((projPixel->pixel[2])/255.0)*(1.0-alpha))); + projPixel->pixel[0] = FTOCHAR(((rgba[0]*ps->brush->rgb[0])*alpha) + (((projPixel->pixel[0])/255.0)*(1.0-alpha))); + projPixel->pixel[1] = FTOCHAR(((rgba[1]*ps->brush->rgb[1])*alpha) + (((projPixel->pixel[1])/255.0)*(1.0-alpha))); + projPixel->pixel[2] = FTOCHAR(((rgba[2]*ps->brush->rgb[2])*alpha) + (((projPixel->pixel[2])/255.0)*(1.0-alpha))); } } @@ -2163,7 +2199,7 @@ static int imapaint_paint_sub_stroke_project(ImagePaintState *s, ProjectPaintSta for (a=0; a < ps->projectImageTotal; a++) { Image *ima = ps->projectImages[a]; if (ima->id.flag & LIB_DOIT) { - imapaint_image_update(ima, BKE_image_get_ibuf(ima, NULL), texpaint); + imapaint_image_update(ima, BKE_image_get_ibuf(ima, NULL), 1 /*texpaint*/ ); redraw = 1; ima->id.flag &= ~LIB_DOIT; /* clear for reuse */ @@ -2254,17 +2290,17 @@ static void imapaint_paint_stroke(ImagePaintState *s, BrushPainter *painter, sho } } -static void imapaint_paint_stroke_project(ImagePaintState *s, ProjectPaintState *ps, BrushPainter *painter, short texpaint, short *prevmval, short *mval, double time, float pressure) +static void imapaint_paint_stroke_project(ProjectPaintState *ps, BrushPainter *painter, short *prevmval, short *mval, double time, float pressure) { int redraw = 0; /* TODO - support more brush operations, airbrush etc */ { - redraw |= imapaint_paint_sub_stroke_project(s, ps, painter, texpaint, mval, time, 1, pressure); + redraw |= imapaint_paint_sub_stroke_project(ps, painter, mval, time, 1, pressure); } if (redraw) { - imapaint_redraw(0, texpaint, NULL); + imapaint_redraw(0, 1/*texpaint*/, NULL); imapaint_clear_partial_redraw(); } } @@ -2275,7 +2311,7 @@ void imagepaint_paint(short mousebutton, short texpaint) ProjectPaintState ps; BrushPainter *painter; ToolSettings *settings= G.scene->toolsettings; - short prevmval[2], mval[2]; + short prevmval[2], mval[2], project = 0; double time; float pressure; @@ -2284,17 +2320,24 @@ void imagepaint_paint(short mousebutton, short texpaint) /* initialize state */ memset(&s, 0, sizeof(s)); + memset(&ps, 0, sizeof(ps)); + + project = texpaint; + s.brush = settings->imapaint.brush; s.tool = settings->imapaint.tool; if(texpaint && (s.tool == PAINT_TOOL_CLONE)) s.tool = PAINT_TOOL_DRAW; s.blend = s.brush->blend; - - if (texpaint) /* TODO - make an option */ - s.project = 1; + + if (project) { + ps.brush = s.brush; + ps.tool = s.tool; + ps.blend = s.blend; + } if(texpaint) { - s.ob = OBACT; + ps.ob = s.ob = OBACT; if (!s.ob || !(s.ob->lay & G.vd->lay)) return; s.me = get_mesh(s.ob); if (!s.me) return; @@ -2328,15 +2371,13 @@ void imagepaint_paint(short mousebutton, short texpaint) prevmval[0]= mval[0]; prevmval[1]= mval[1]; - if (s.project) { + if (project) { /* setup projection painting data */ - memset(&ps, 0, sizeof(ps)); - ps.projectIsBackfaceCull = 1; ps.projectIsOcclude = 1; ps.projectSeamBleed = 2.0; /* pixel num to bleed */ - project_paint_begin(&s, &ps); + project_paint_begin(&ps); } else { if (!((s.brush->flag & (BRUSH_ALPHA_PRESSURE|BRUSH_SIZE_PRESSURE| @@ -2352,9 +2393,9 @@ void imagepaint_paint(short mousebutton, short texpaint) time= PIL_check_seconds_timer(); - if (s.project) { /* Projection Painting */ + if (project) { /* Projection Painting */ if((mval[0] != prevmval[0]) || (mval[1] != prevmval[1])) { - imapaint_paint_stroke_project(&s, &ps, painter, 1, prevmval, mval, time, pressure); + imapaint_paint_stroke_project(&ps, painter, prevmval, mval, time, pressure); prevmval[0]= mval[0]; prevmval[1]= mval[1]; } else @@ -2379,7 +2420,7 @@ void imagepaint_paint(short mousebutton, short texpaint) imapaint_canvas_free(&s); brush_painter_free(painter); - if (s.project) { + if (project) { project_paint_end(&ps); }