optional uv seem bleed so painting across seams wont give artifacts (like with baking), no UI yet, set to 2 by default.
Does not work yet with perspective view yet, there are still some issue with pixel alignment.
This commit is contained in:
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5be471d29c
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c00b7f33e5
@ -185,7 +185,7 @@ typedef struct ProjectPaintState {
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short projectIsOcclude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
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short projectIsBackfaceCull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
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short projectIsOrtho;
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short projectIsSeamBleed;
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float projectSeamBleed;
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float projectMat[4][4]; /* Projection matrix, use for getting screen coords */
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float viewMat[4][4];
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@ -369,7 +369,6 @@ static void undo_imagepaint_push_end()
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static int project_paint_BucketOffset(ProjectPaintState *ps, float *projCo2D)
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{
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/* If we were not dealing with screenspace 2D coords we could simple do...
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* ps->projectBuckets[x + (y*ps->bucketsY)] */
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@ -650,23 +649,265 @@ static int check_seam(ProjectPaintState *ps, int orig_face, int orig_i1_fidx, in
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static void project_face_seams_init(ProjectPaintState *ps, int face_index, int is_quad)
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{
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if (is_quad) {
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ps->projectFaceFlags[face_index] =
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ps->projectFaceFlags[face_index] |=
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(check_seam(ps, face_index, 0,1) ? PROJ_FACE_SEAM1 : 0) |
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(check_seam(ps, face_index, 1,2) ? PROJ_FACE_SEAM2 : 0) |
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(check_seam(ps, face_index, 2,3) ? PROJ_FACE_SEAM3 : 0) |
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(check_seam(ps, face_index, 3,0) ? PROJ_FACE_SEAM4 : 0);
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} else {
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ps->projectFaceFlags[face_index] =
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ps->projectFaceFlags[face_index] |=
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(check_seam(ps, face_index, 0,1) ? PROJ_FACE_SEAM1 : 0) |
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(check_seam(ps, face_index, 1,2) ? PROJ_FACE_SEAM2 : 0) |
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(check_seam(ps, face_index, 2,0) ? PROJ_FACE_SEAM3 : 0);
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}
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}
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static float angleToLength(float angle)
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{
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float x,y, fac;
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// Alredy accounted for
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if (angle < 0.000001)
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return 1.0;
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angle = (2.0*M_PI/360.0) * angle;
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x = cos(angle);
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y = sin(angle);
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// print "YX", x,y
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// 0 d is hoz to the right.
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// 90d is vert upward.
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fac = 1.0/x;
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x = x*fac;
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y = y*fac;
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return sqrt((x*x)+(y*y));
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}
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/* return zero if there is no area in the returned rectangle */
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static int uv_image_rect(float *uv1, float *uv2, float *uv3, float *uv4, int *min_px, int *max_px, int x_px, int y_px, int is_quad)
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{
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float min_uv[2], max_uv[2]; /* UV bounds */
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int i;
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INIT_MINMAX2(min_uv, max_uv);
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DO_MINMAX2(uv1, min_uv, max_uv);
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DO_MINMAX2(uv2, min_uv, max_uv);
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DO_MINMAX2(uv3, min_uv, max_uv);
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if (is_quad)
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DO_MINMAX2(uv4, min_uv, max_uv);
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min_px[0] = (int)(x_px * min_uv[0]);
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min_px[1] = (int)(y_px * min_uv[1]);
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max_px[0] = (int)(x_px * max_uv[0]) +1;
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max_px[1] = (int)(y_px * max_uv[1]) +1;
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/*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
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CLAMP(min_px[0], 0, x_px);
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CLAMP(max_px[0], 0, x_px);
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CLAMP(min_px[1], 0, y_px);
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CLAMP(max_px[1], 0, y_px);
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/* face uses no UV area when quantized to pixels? */
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return (min_px[0] == max_px[0] || min_px[1] == max_px[1]) ? 0 : 1;
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}
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/* takes a faces UV's and assigns outset coords to outset_uv */
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static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], float scaler, int x_px, int y_px, int is_quad)
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{
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float a1,a2,a3,a4=0.0;
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float puv[4][2]; /* pixelspace uv's */
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float no1[2], no2[2], no3[2], no4[2]; /* normals */
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float dir1[2], dir2[2], dir3[2], dir4[2];
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/* make UV's in pixel space so we can */
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puv[0][0] = orig_uv[0][0] * x_px;
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puv[0][1] = orig_uv[0][1] * y_px;
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puv[1][0] = orig_uv[1][0] * x_px;
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puv[1][1] = orig_uv[1][1] * y_px;
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puv[2][0] = orig_uv[2][0] * x_px;
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puv[2][1] = orig_uv[2][1] * y_px;
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if (is_quad) {
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puv[3][0] = orig_uv[3][0] * x_px;
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puv[3][1] = orig_uv[3][1] * y_px;
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}
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/* face edge directions */
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Vec2Subf(dir1, puv[1], puv[0]);
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Vec2Subf(dir2, puv[2], puv[1]);
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Normalize2(dir1);
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Normalize2(dir2);
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if (is_quad) {
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Vec2Subf(dir3, puv[3], puv[2]);
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Vec2Subf(dir4, puv[0], puv[3]);
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Normalize2(dir3);
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Normalize2(dir4);
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} else {
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Vec2Subf(dir3, puv[0], puv[2]);
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Normalize2(dir3);
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}
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if (is_quad) {
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a1 = NormalizedVecAngle2_2D(dir4, dir1);
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a2 = NormalizedVecAngle2_2D(dir1, dir2);
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a3 = NormalizedVecAngle2_2D(dir2, dir3);
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a4 = NormalizedVecAngle2_2D(dir3, dir4);
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} else {
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a1 = NormalizedVecAngle2_2D(dir3, dir1);
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a2 = NormalizedVecAngle2_2D(dir1, dir2);
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a3 = NormalizedVecAngle2_2D(dir2, dir3);
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}
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a1 = angleToLength(a1);
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a2 = angleToLength(a2);
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a3 = angleToLength(a3);
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if (is_quad)
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a4 = angleToLength(a4);
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if (is_quad) {
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Vec2Subf(no1, dir4, dir1);
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Vec2Subf(no2, dir1, dir2);
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Vec2Subf(no3, dir2, dir3);
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Vec2Subf(no4, dir3, dir4);
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Normalize2(no1);
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Normalize2(no2);
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Normalize2(no3);
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Normalize2(no4);
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Vec2Mulf(no1, a1*scaler);
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Vec2Mulf(no2, a2*scaler);
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Vec2Mulf(no3, a3*scaler);
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Vec2Mulf(no4, a4*scaler);
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Vec2Addf(outset_uv[0], puv[0], no1);
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Vec2Addf(outset_uv[1], puv[1], no2);
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Vec2Addf(outset_uv[2], puv[2], no3);
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Vec2Addf(outset_uv[3], puv[3], no4);
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outset_uv[0][0] /= x_px;
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outset_uv[0][1] /= y_px;
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outset_uv[1][0] /= x_px;
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outset_uv[1][1] /= y_px;
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outset_uv[2][0] /= x_px;
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outset_uv[2][1] /= y_px;
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outset_uv[3][0] /= x_px;
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outset_uv[3][1] /= y_px;
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} else {
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Vec2Subf(no1, dir3, dir1);
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Vec2Subf(no2, dir1, dir2);
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Vec2Subf(no3, dir2, dir3);
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Normalize2(no1);
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Normalize2(no2);
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Normalize2(no3);
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Vec2Mulf(no1, a1*scaler);
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Vec2Mulf(no2, a2*scaler);
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Vec2Mulf(no3, a3*scaler);
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Vec2Addf(outset_uv[0], puv[0], no1);
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Vec2Addf(outset_uv[1], puv[1], no2);
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Vec2Addf(outset_uv[2], puv[2], no3);
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outset_uv[0][0] /= x_px;
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outset_uv[0][1] /= y_px;
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outset_uv[1][0] /= x_px;
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outset_uv[1][1] /= y_px;
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outset_uv[2][0] /= x_px;
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outset_uv[2][1] /= y_px;
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}
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}
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/* TODO - move to arithb.c */
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/* little sister we only need to know lambda */
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static float lambda_cp_line2(float p[2], float l1[2], float l2[2])
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{
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float h[2],u[2];
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Vec2Subf(u, l2, l1);
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Vec2Subf(h, p, l1);
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return(Inp2f(u,h)/Inp2f(u,u));
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}
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#define pixel_size 4
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static void project_paint_uvpixel_init(
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ProjectPaintState *ps, ProjectScanline *sc, ImBuf *ibuf, float *uv,
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float *v1co, float *v2co, float *v3co,
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float *uv1co, float *uv2co, float *uv3co,
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int x, int y, int face_index,
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float *pixelScreenCo /* can provide own own coords, use for seams when we want to bleed our from the original location */
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) {
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float pixelScreenCo_own[3]; /* for testing occlusion we need the depth too, but not for saving into ProjectPixel */
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int bucket_index;
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ProjectPixel *projPixel;
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/* pixelScreenCo not provided? - calculate our own */
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if (pixelScreenCo==NULL) {
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float w1, w2, w3, wtot; /* weights for converting the pixel into 3d worldspace coords */
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pixelScreenCo = pixelScreenCo_own;
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/* Get the world coord for the point in uv space */
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if (ps->projectIsOrtho) {
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w1 = AreaF2Dfl(uv2co, uv3co, uv);
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w2 = AreaF2Dfl(uv3co, uv1co, uv);
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w3 = AreaF2Dfl(uv1co, uv2co, uv);
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} else { /* prespective mode needs an interpolation */
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w1 = AreaF2Dfl(uv2co, uv3co, uv) / v1co[2];
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w2 = AreaF2Dfl(uv3co, uv1co, uv) / v2co[2];
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w3 = AreaF2Dfl(uv1co, uv2co, uv) / v3co[2];
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}
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wtot = w1 + w2 + w3;
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w1 /= wtot; w2 /= wtot; w3 /= wtot;
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pixelScreenCo[0] = v1co[0]*w1 + v2co[0]*w2 + v3co[0]*w3;
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pixelScreenCo[1] = v1co[1]*w1 + v2co[1]*w2 + v3co[1]*w3;
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pixelScreenCo[2] = v1co[2]*w1 + v2co[2]*w2 + v3co[2]*w3;
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}
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bucket_index = project_paint_BucketOffset(ps, pixelScreenCo);
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/* even though it should be clamped, in some cases it can still run over */
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if (bucket_index < 0 || bucket_index >= ps->bucketsX * ps->bucketsY)
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return;
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/* Use viewMin2D to make (0,0) the bottom left of the bounds
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* Then this can be used to index the bucket array */
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/* Is this UV visible from the view? - raytrace */
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if (ps->projectIsOcclude==0 || !project_bucket_point_occluded(ps, bucket_index, face_index, pixelScreenCo)) {
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/* done with view3d_project_float inline */
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projPixel = (ProjectPixel *)BLI_memarena_alloc( ps->projectArena, sizeof(ProjectPixel) );
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/* screenspace unclamped */
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VECCOPY2D(projPixel->projCo2D, pixelScreenCo);
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projPixel->pixel = (( char * ) ibuf->rect) + (( x + y * ibuf->x ) * pixel_size);
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#ifdef PROJ_DEBUG_PAINT
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projPixel->pixel[1] = 0;
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#endif
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projPixel->image_index = ps->image_index;
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BLI_linklist_prepend_arena(
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&ps->projectBuckets[ bucket_index ],
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projPixel,
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ps->projectArena
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);
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}
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}
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static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf *ibuf)
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{
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/* Projection vars, to get the 3D locations into screen space */
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ProjectPixel *projPixel;
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MFace *mf = ps->dm_mface + face_index;
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MTFace *tf = ps->dm_mtface + face_index;
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@ -674,11 +915,10 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf
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int x; /* Image X-Pixel */
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int y;/* Image Y-Pixel */
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float uv[2]; /* Image floating point UV - same as x,y but from 0.0-1.0 */
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int pixel_size = 4; /* each pixel is 4 x 8-bits packed in unsigned int */
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float min_uv[2], max_uv[2]; /* UV bounds */
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int xmini, ymini, xmaxi, ymaxi; /* UV Bounds converted to int's for pixel */
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float w1, w2, w3, wtot; /* weights for converting the pixel into 3d worldspace coords */
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int min_px[2], max_px[2]; /* UV Bounds converted to int's for pixel */
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float *v1co, *v2co, *v3co; /* for convenience only, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
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float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
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int i, j;
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/* scanlines since quads can have 2 triangles intersecting the same vertical location */
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@ -686,102 +926,185 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf
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ProjectScanline *sc;
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int totscanlines; /* can only be 1 or 2, oh well */
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float pixelScreenCo[3]; /* for testing occlusion we need the depth too, but not for saving into ProjectPixel */
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int bucket_index;
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INIT_MINMAX2(min_uv, max_uv);
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i = mf->v4 ? 3:2;
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do {
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DO_MINMAX2(tf->uv[i], min_uv, max_uv);
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} while (i--);
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xmini = (int)(ibuf->x * min_uv[0]);
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ymini = (int)(ibuf->y * min_uv[1]);
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xmaxi = (int)(ibuf->x * max_uv[0]) +1;
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ymaxi = (int)(ibuf->y * max_uv[1]) +1;
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/*printf("%d %d %d %d \n", xmini, ymini, xmaxi, ymaxi);*/
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CLAMP(xmini, 0, ibuf->x);
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CLAMP(xmaxi, 0, ibuf->x);
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CLAMP(ymini, 0, ibuf->y);
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CLAMP(ymaxi, 0, ibuf->y);
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/* face uses no UV area when quanticed to pixels? */
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if (xmini == xmaxi || ymini == ymaxi)
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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))
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return;
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/* detect UV seams so we can bleed */
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if (ps->projectIsSeamBleed)
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if (ps->projectSeamBleed > 0.0)
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project_face_seams_init(ps, face_index, mf->v4);
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for (y = ymini; y < ymaxi; y++) {
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uv[1] = (((float)y)+0.5) / (float)ibuf->y;
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for (y = min_px[1]-2; y < max_px[1]+2; y++) {
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uv[1] = (((float)y)+0.5) / (float)ibuf->y; /* TODO - this is not pixel aligned correctly */
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totscanlines = project_face_scanline(scanlines, uv[1], tf->uv[0], tf->uv[1], tf->uv[2], mf->v4 ? tf->uv[3]:NULL);
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/* Loop over scanlines a bit silly since there can only be 1 or 2, but its easier then having tri/quad spesific functions */
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for (j=0, sc=scanlines; j<totscanlines; j++, sc++) {
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xmini = (int)((ibuf->x * sc->x_limits[0])+0.5);
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xmaxi = (int)((ibuf->x * sc->x_limits[1])+0.5);
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CLAMP(xmini, 0, ibuf->x);
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CLAMP(xmaxi, 0, ibuf->x);
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min_px[0] = (int)((ibuf->x * sc->x_limits[0])+0.5);
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max_px[0] = (int)((ibuf->x * sc->x_limits[1])+0.5);
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CLAMP(min_px[0], 0, ibuf->x);
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CLAMP(max_px[0], 0, ibuf->x);
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v1co = ps->projectVertScreenCos[ (*(&mf->v1 + sc->v[0])) ];
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v2co = ps->projectVertScreenCos[ (*(&mf->v1 + sc->v[1])) ];
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v3co = ps->projectVertScreenCos[ (*(&mf->v1 + sc->v[2])) ];
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for (x = xmini; x < xmaxi; x++) {
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uv1co = tf->uv[sc->v[0]];
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uv2co = tf->uv[sc->v[1]];
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uv3co = tf->uv[sc->v[2]];
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for (x = min_px[0]; x < max_px[0]; x++) {
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uv[0] = (((float)x)+0.5) / (float)ibuf->x;
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project_paint_uvpixel_init(ps, sc, ibuf, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, x,y,face_index, NULL);
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}
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}
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}
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/* Pretty much a copy of above, except fill in seams if we have any */
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if (ps->projectFaceFlags[face_index] & (PROJ_FACE_SEAM1|PROJ_FACE_SEAM2|PROJ_FACE_SEAM3|PROJ_FACE_SEAM4)) {
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float outset_uv[4][2]; /* expanded UV's */
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float inset_screen_cos[4][3]; /* expanded UV's */
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float cent[3];
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float *uv_seam_quads[4][4];
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float *edge_verts[4][2];
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float pixelScreenCo[3];
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||||
float fac;
|
||||
int totuvseamquads = 0;
|
||||
|
||||
VECCOPY2D(inset_screen_cos[0], ps->projectVertScreenCos[ mf->v1 ]);
|
||||
VECCOPY2D(inset_screen_cos[1], ps->projectVertScreenCos[ mf->v2 ]);
|
||||
VECCOPY2D(inset_screen_cos[2], ps->projectVertScreenCos[ mf->v3 ]);
|
||||
if (mf->v4) {
|
||||
VECCOPY2D(inset_screen_cos[3], ps->projectVertScreenCos[ mf->v4 ]);
|
||||
|
||||
cent[0] = (inset_screen_cos[0][0] + inset_screen_cos[1][0] + inset_screen_cos[2][0] + inset_screen_cos[3][0]) / 4.0;
|
||||
cent[1] = (inset_screen_cos[0][1] + inset_screen_cos[1][1] + inset_screen_cos[2][1] + inset_screen_cos[3][1]) / 4.0;
|
||||
cent[2] = (inset_screen_cos[0][2] + inset_screen_cos[1][2] + inset_screen_cos[2][2] + inset_screen_cos[3][2]) / 4.0;
|
||||
|
||||
} else {
|
||||
cent[0] = (inset_screen_cos[0][0] + inset_screen_cos[1][0] + inset_screen_cos[2][0]) / 3.0;
|
||||
cent[1] = (inset_screen_cos[0][1] + inset_screen_cos[1][1] + inset_screen_cos[2][1]) / 3.0;
|
||||
cent[2] = (inset_screen_cos[0][2] + inset_screen_cos[1][2] + inset_screen_cos[2][2]) / 3.0;
|
||||
}
|
||||
|
||||
Vec2Subf(inset_screen_cos[0], inset_screen_cos[0], cent);
|
||||
Vec2Subf(inset_screen_cos[1], inset_screen_cos[1], cent);
|
||||
Vec2Subf(inset_screen_cos[2], inset_screen_cos[2], cent);
|
||||
if (mf->v4)
|
||||
Vec2Subf(inset_screen_cos[3], inset_screen_cos[3], cent);
|
||||
|
||||
Vec2Mulf(inset_screen_cos[0], 1.0 - 0.0001);
|
||||
Vec2Mulf(inset_screen_cos[1], 1.0 - 0.0001);
|
||||
Vec2Mulf(inset_screen_cos[2], 1.0 - 0.0001);
|
||||
if (mf->v4)
|
||||
Vec2Mulf(inset_screen_cos[3], 1.0 - 0.0001);
|
||||
|
||||
Vec2Addf(inset_screen_cos[0], inset_screen_cos[0], cent);
|
||||
Vec2Addf(inset_screen_cos[1], inset_screen_cos[1], cent);
|
||||
Vec2Addf(inset_screen_cos[2], inset_screen_cos[2], cent);
|
||||
if (mf->v4)
|
||||
Vec2Addf(inset_screen_cos[3], inset_screen_cos[3], cent);
|
||||
/* done with inset */
|
||||
|
||||
uv_image_outset(tf->uv, outset_uv, ps->projectSeamBleed, ibuf->x, ibuf->y, mf->v4);
|
||||
|
||||
if (ps->projectFaceFlags[face_index] & PROJ_FACE_SEAM1) {
|
||||
uv_seam_quads[totuvseamquads][0] = tf->uv[0];
|
||||
uv_seam_quads[totuvseamquads][1] = tf->uv[1];
|
||||
uv_seam_quads[totuvseamquads][2] = outset_uv[1];
|
||||
uv_seam_quads[totuvseamquads][3] = outset_uv[0];
|
||||
edge_verts[totuvseamquads][0] = inset_screen_cos[0]; //ps->projectVertScreenCos[ mf->v1 ];
|
||||
edge_verts[totuvseamquads][1] = inset_screen_cos[1]; //ps->projectVertScreenCos[ mf->v2 ];
|
||||
totuvseamquads++;
|
||||
}
|
||||
|
||||
if (ps->projectFaceFlags[face_index] & PROJ_FACE_SEAM2) {
|
||||
uv_seam_quads[totuvseamquads][0] = tf->uv[1];
|
||||
uv_seam_quads[totuvseamquads][1] = tf->uv[2];
|
||||
uv_seam_quads[totuvseamquads][2] = outset_uv[2];
|
||||
uv_seam_quads[totuvseamquads][3] = outset_uv[1];
|
||||
edge_verts[totuvseamquads][0] = inset_screen_cos[1]; //ps->projectVertScreenCos[ mf->v2 ];
|
||||
edge_verts[totuvseamquads][1] = inset_screen_cos[2]; //ps->projectVertScreenCos[ mf->v3 ];
|
||||
totuvseamquads++;
|
||||
}
|
||||
|
||||
if (mf->v4) {
|
||||
if (ps->projectFaceFlags[face_index] & PROJ_FACE_SEAM3) {
|
||||
uv_seam_quads[totuvseamquads][0] = tf->uv[2];
|
||||
uv_seam_quads[totuvseamquads][1] = tf->uv[3];
|
||||
uv_seam_quads[totuvseamquads][2] = outset_uv[3];
|
||||
uv_seam_quads[totuvseamquads][3] = outset_uv[2];
|
||||
edge_verts[totuvseamquads][0] = inset_screen_cos[2]; //ps->projectVertScreenCos[ mf->v3 ];
|
||||
edge_verts[totuvseamquads][1] = inset_screen_cos[3]; //ps->projectVertScreenCos[ mf->v4 ];
|
||||
totuvseamquads++;
|
||||
}
|
||||
if (ps->projectFaceFlags[face_index] & PROJ_FACE_SEAM4) {
|
||||
uv_seam_quads[totuvseamquads][0] = tf->uv[3];
|
||||
uv_seam_quads[totuvseamquads][1] = tf->uv[0];
|
||||
uv_seam_quads[totuvseamquads][2] = outset_uv[0];
|
||||
uv_seam_quads[totuvseamquads][3] = outset_uv[3];
|
||||
edge_verts[totuvseamquads][0] = inset_screen_cos[3]; //ps->projectVertScreenCos[ mf->v4 ];
|
||||
edge_verts[totuvseamquads][1] = inset_screen_cos[0]; //ps->projectVertScreenCos[ mf->v1 ];
|
||||
totuvseamquads++;
|
||||
}
|
||||
} else {
|
||||
if (ps->projectFaceFlags[face_index] & PROJ_FACE_SEAM3) {
|
||||
uv_seam_quads[totuvseamquads][0] = tf->uv[2];
|
||||
uv_seam_quads[totuvseamquads][1] = tf->uv[0];
|
||||
uv_seam_quads[totuvseamquads][2] = outset_uv[0];
|
||||
uv_seam_quads[totuvseamquads][3] = outset_uv[2];
|
||||
edge_verts[totuvseamquads][0] = inset_screen_cos[2]; //ps->projectVertScreenCos[ mf->v3 ];
|
||||
edge_verts[totuvseamquads][1] = inset_screen_cos[0]; //ps->projectVertScreenCos[ mf->v1 ];
|
||||
totuvseamquads++;
|
||||
}
|
||||
}
|
||||
|
||||
for (i=0; i< totuvseamquads; i++) { /* loop over our seams */
|
||||
if (uv_image_rect(uv_seam_quads[i][0], uv_seam_quads[i][1], uv_seam_quads[i][2], uv_seam_quads[i][3], min_px, max_px, ibuf->x, ibuf->y, 1)) {
|
||||
|
||||
|
||||
/* Get the world coord for the point in uv space */
|
||||
if (ps->projectIsOrtho) {
|
||||
w1 = AreaF2Dfl(tf->uv[sc->v[1]], tf->uv[sc->v[2]], uv);
|
||||
w2 = AreaF2Dfl(tf->uv[sc->v[2]], tf->uv[sc->v[0]], uv);
|
||||
w3 = AreaF2Dfl(tf->uv[sc->v[0]], tf->uv[sc->v[1]], uv);
|
||||
} else { /* prespective mode needs an interpolation */
|
||||
w1 = AreaF2Dfl(tf->uv[sc->v[1]], tf->uv[sc->v[2]], uv) / v1co[2];
|
||||
w2 = AreaF2Dfl(tf->uv[sc->v[2]], tf->uv[sc->v[0]], uv) / v2co[2];
|
||||
w3 = AreaF2Dfl(tf->uv[sc->v[0]], tf->uv[sc->v[1]], uv) / v3co[2];
|
||||
}
|
||||
|
||||
wtot = w1 + w2 + w3;
|
||||
w1 /= wtot; w2 /= wtot; w3 /= wtot;
|
||||
|
||||
pixelScreenCo[0] = v1co[0]*w1 + v2co[0]*w2 + v3co[0]*w3;
|
||||
pixelScreenCo[1] = v1co[1]*w1 + v2co[1]*w2 + v3co[1]*w3;
|
||||
pixelScreenCo[2] = v1co[2]*w1 + v2co[2]*w2 + v3co[2]*w3;
|
||||
|
||||
bucket_index = project_paint_BucketOffset(ps, pixelScreenCo);
|
||||
|
||||
/* Use viewMin2D to make (0,0) the bottom left of the bounds
|
||||
* Then this can be used to index the bucket array */
|
||||
|
||||
/* Is this UV visible from the view? - raytrace */
|
||||
if (ps->projectIsOcclude==0 || !project_bucket_point_occluded(ps, bucket_index, face_index, pixelScreenCo)) {
|
||||
for (y = min_px[1]; y < max_px[1]; y++) {
|
||||
uv[1] = (((float)y)+0.5) / (float)ibuf->y;
|
||||
|
||||
/* done with view3d_project_float inline */
|
||||
projPixel = (ProjectPixel *)BLI_memarena_alloc( ps->projectArena, sizeof(ProjectPixel) );
|
||||
totscanlines = project_face_scanline(scanlines, uv[1], uv_seam_quads[i][0], uv_seam_quads[i][1], uv_seam_quads[i][2], uv_seam_quads[i][3]);
|
||||
|
||||
/* screenspace unclamped */
|
||||
VECCOPY2D(projPixel->projCo2D, pixelScreenCo);
|
||||
|
||||
projPixel->pixel = (( char * ) ibuf->rect) + (( x + y * ibuf->x ) * pixel_size);
|
||||
#ifdef PROJ_DEBUG_PAINT
|
||||
projPixel->pixel[1] = 0;
|
||||
#endif
|
||||
projPixel->image_index = ps->image_index;
|
||||
|
||||
BLI_linklist_prepend_arena(
|
||||
&ps->projectBuckets[ bucket_index ],
|
||||
projPixel,
|
||||
ps->projectArena
|
||||
);
|
||||
/* 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; j<totscanlines; j++, sc++) {
|
||||
|
||||
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);
|
||||
|
||||
v1co = ps->projectVertScreenCos[ (*(&mf->v1 + sc->v[0])) ];
|
||||
v2co = ps->projectVertScreenCos[ (*(&mf->v1 + sc->v[1])) ];
|
||||
v3co = ps->projectVertScreenCos[ (*(&mf->v1 + sc->v[2])) ];
|
||||
|
||||
uv1co = tf->uv[sc->v[0]];
|
||||
uv2co = tf->uv[sc->v[1]];
|
||||
uv3co = tf->uv[sc->v[2]];
|
||||
|
||||
for (x = min_px[0]; x < max_px[0]; x++) {
|
||||
uv[0] = (((float)x)+0.5) / (float)ibuf->x;
|
||||
|
||||
/* Since this is a seam we need to work out where on the line this pixel is */
|
||||
fac = lambda_cp_line2(uv, uv_seam_quads[i][0], uv_seam_quads[i][1]);
|
||||
if (fac<0.0) {
|
||||
VECCOPY2D(pixelScreenCo, edge_verts[i][0]);
|
||||
} else if (fac>1.0) {
|
||||
VECCOPY2D(pixelScreenCo, edge_verts[i][1]);
|
||||
} else {
|
||||
VecLerpf(pixelScreenCo, edge_verts[i][0], edge_verts[i][1], fac);
|
||||
}
|
||||
|
||||
if(!ps->projectIsOrtho) {
|
||||
pixelScreenCo[0] /= pixelScreenCo[2];
|
||||
pixelScreenCo[1] /= pixelScreenCo[2];
|
||||
}
|
||||
|
||||
project_paint_uvpixel_init(ps, sc, ibuf, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, x, y, face_index, pixelScreenCo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -789,6 +1112,9 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/* takes floating point screenspace min/max and returns int min/max to be used as indicies for ps->projectBuckets, ps->projectBucketFlags */
|
||||
static void project_paint_rect(ProjectPaintState *ps, float min[2], float max[2], int bucket_min[2], int bucket_max[2])
|
||||
{
|
||||
@ -800,11 +1126,11 @@ static void project_paint_rect(ProjectPaintState *ps, float min[2], float max[2]
|
||||
bucket_max[1] = (int)(((float)(max[1] - ps->viewMin2D[1]) / ps->viewHeight) * ps->bucketsY) + 1.5;
|
||||
|
||||
/* incase the rect is outside the mesh 2d bounds */
|
||||
CLAMP(bucket_min[0], 0, ps->bucketsX);
|
||||
CLAMP(bucket_min[1], 0, ps->bucketsY);
|
||||
CLAMP(bucket_min[0], 0, ps->bucketsX-1);
|
||||
CLAMP(bucket_min[1], 0, ps->bucketsY-1);
|
||||
|
||||
CLAMP(bucket_max[0], 0, ps->bucketsX);
|
||||
CLAMP(bucket_max[1], 0, ps->bucketsY);
|
||||
CLAMP(bucket_max[0], 0, ps->bucketsX-1);
|
||||
CLAMP(bucket_max[1], 0, ps->bucketsY-1);
|
||||
}
|
||||
|
||||
static void project_bucket_bounds(ProjectPaintState *ps, int bucket_x, int bucket_y, float bucket_bounds[4])
|
||||
@ -929,7 +1255,7 @@ static void project_paint_begin_face_delayed_init(ProjectPaintState *ps, MFace *
|
||||
DO_MINMAX2(ps->projectVertScreenCos[ a ], min, max);
|
||||
|
||||
/* add face user if we have bleed enabled, set the UV seam flags later */
|
||||
if (ps->projectIsSeamBleed) {
|
||||
if (ps->projectSeamBleed > 0.0) {
|
||||
BLI_linklist_prepend_arena(
|
||||
&ps->projectVertFaces[ a ],
|
||||
(void *)face_index, /* cast to a pointer to shut up the compiler */
|
||||
@ -1013,7 +1339,7 @@ static void project_paint_begin( ImagePaintState *s, ProjectPaintState *ps )
|
||||
tot_faceListMem = sizeof(LinkNode *) * ps->bucketsX * ps->bucketsY;
|
||||
tot_faceFlagMem = sizeof(char) * ps->dm_totface;
|
||||
tot_bucketFlagMem = sizeof(char) * ps->bucketsX * ps->bucketsY;
|
||||
if (ps->projectIsSeamBleed) /* UV Seams for bleeding */
|
||||
if (ps->projectSeamBleed > 0.0) /* UV Seams for bleeding */
|
||||
tot_bucketVertFacesMem = sizeof(LinkNode *) * ps->dm_totvert;
|
||||
|
||||
|
||||
@ -1027,14 +1353,14 @@ static void project_paint_begin( ImagePaintState *s, ProjectPaintState *ps )
|
||||
ps->projectFaces= (LinkNode **)BLI_memarena_alloc( ps->projectArena, tot_faceListMem);
|
||||
ps->projectFaceFlags = (char *)BLI_memarena_alloc( ps->projectArena, tot_faceFlagMem);
|
||||
ps->projectBucketFlags= (char *)BLI_memarena_alloc( ps->projectArena, tot_bucketFlagMem);
|
||||
if (ps->projectIsSeamBleed)
|
||||
if (ps->projectSeamBleed > 0.0)
|
||||
ps->projectVertFaces= (LinkNode **)BLI_memarena_alloc( ps->projectArena, tot_bucketVertFacesMem);
|
||||
|
||||
memset(ps->projectBuckets, 0, tot_bucketMem);
|
||||
memset(ps->projectFaces, 0, tot_faceListMem);
|
||||
memset(ps->projectFaceFlags, 0, tot_faceFlagMem);
|
||||
memset(ps->projectBucketFlags, 0, tot_bucketFlagMem);
|
||||
if (ps->projectIsSeamBleed)
|
||||
if (ps->projectSeamBleed > 0.0)
|
||||
memset(ps->projectVertFaces, 0, tot_bucketVertFacesMem);
|
||||
|
||||
Mat4Invert(s->ob->imat, s->ob->obmat);
|
||||
@ -1926,7 +2252,7 @@ void imagepaint_paint(short mousebutton, short texpaint)
|
||||
|
||||
ps.projectIsBackfaceCull = 1;
|
||||
ps.projectIsOcclude = 1;
|
||||
ps.projectIsSeamBleed = 0;
|
||||
ps.projectSeamBleed = 2.0; /* pixel num to bleed */
|
||||
|
||||
project_paint_begin(&s, &ps);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user