avoid calling BKE_brush_alpha_get() when project painting onto each pixel,

also increase the epsilon for ruler thickness offset.
This commit is contained in:
Campbell Barton 2013-04-29 13:26:43 +00:00
parent 202cd77ea9
commit 903f9b98f5
2 changed files with 8 additions and 6 deletions

@ -3763,8 +3763,9 @@ static void *do_projectpaint_thread(void *ph_v)
float pos_ofs[2] = {0};
float co[2];
unsigned short mask_short;
const float radius = (float)BKE_brush_size_get(ps->scene, brush);
const float radius_squared = radius * radius; /* avoid a square root with every dist comparison */
const float brush_alpha = BKE_brush_alpha_get(ps->scene, brush);
const float brush_radius = (float)BKE_brush_size_get(ps->scene, brush);
const float brush_radius_sq = brush_radius * brush_radius; /* avoid a square root with every dist comparison */
short lock_alpha = ELEM(brush->blend, IMB_BLEND_ERASE_ALPHA, IMB_BLEND_ADD_ALPHA) ? 0 : brush->flag & BRUSH_LOCK_ALPHA;
@ -3852,14 +3853,14 @@ static void *do_projectpaint_thread(void *ph_v)
dist_nosqrt = len_squared_v2v2(projPixel->projCoSS, pos);
/*if (dist < radius) {*/ /* correct but uses a sqrtf */
if (dist_nosqrt <= radius_squared) {
if (dist_nosqrt <= brush_radius_sq) {
dist = sqrtf(dist_nosqrt);
falloff = BKE_brush_curve_strength_clamp(ps->brush, dist, radius);
falloff = BKE_brush_curve_strength_clamp(ps->brush, dist, brush_radius);
if (falloff > 0.0f) {
float texrgb[3];
float mask = falloff * BKE_brush_alpha_get(ps->scene, brush);
float mask = falloff * brush_alpha;
if (ps->is_texbrush) {
MTex *mtex = &brush->mtex;

@ -718,6 +718,7 @@ static void view3d_ruler_item_project(RulerInfo *ruler_info, float r_co[3],
static bool view3d_ruler_item_mousemove(bContext *C, RulerInfo *ruler_info, const int mval[2],
const bool do_thickness, const bool do_snap)
{
const float eps_bias = 0.0002f;
RulerItem *ruler_item = ruler_item_active_get(ruler_info);
ruler_info->snap_flag &= ~RULER_SNAP_OK;
@ -740,7 +741,7 @@ static bool view3d_ruler_item_mousemove(bContext *C, RulerInfo *ruler_info, cons
{
negate_v3(ray_normal);
/* add some bias */
madd_v3_v3v3fl(ray_start, co, ray_normal, 0.0001f);
madd_v3_v3v3fl(ray_start, co, ray_normal, eps_bias);
ED_view3d_snap_ray(C, co_other,
ray_start, ray_normal);
}