forked from bartvdbraak/blender
Mask feather self-intersection check
Enable self-intersection check for preview. In own tests average time for this operation on mango files was ~0.0015sec, and it was like 20 splines max which still gives pretty smooth performance on my core quad machine. Would think let's check how it works for now, if it'll give some issues here, would just avoid tessellation on every redraw by storing tessellation in some cache (probably in mask user). Another change is related on a way which loop to collapse. Changed length check with AABB size check. A bit slower but should be a bit more predictable.
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2b8ac9bc61
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@ -76,7 +76,7 @@ float (*BKE_mask_spline_differentiate_with_resolution_ex(struct MaskSpline *spli
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const unsigned int resol))[2];
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float (*BKE_mask_spline_differentiate_with_resolution(struct MaskSpline *spline, int width, int height, int *tot_diff_point))[2];
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float (*BKE_mask_spline_feather_differentiated_points_with_resolution_ex(struct MaskSpline *spline, int *tot_feather_point,
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const unsigned int resol, const int do_collapse))[2];
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const unsigned int resol))[2];
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float (*BKE_mask_spline_feather_differentiated_points_with_resolution(struct MaskSpline *spline, int width, int height, int *tot_feather_point))[2];
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float (*BKE_mask_spline_feather_points(struct MaskSpline *spline, int *tot_feather_point))[2];
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@ -481,14 +481,29 @@ static void feather_bucket_check_intersect(float (*feather_points)[2], int tot_f
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continue;
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if (isect_seg_seg_v2(v1, v2, v3, v4)) {
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int k, len;
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int k;
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float p[2];
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float min_a[2], max_a[2];
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float min_b[2], max_b[2];
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isect_seg_seg_v2_point(v1, v2, v3, v4, p);
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/* TODO: for now simply choose the shortest loop, could be made smarter in some way */
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len = cur_a - check_b;
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if (len < tot_feather_point - len) {
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INIT_MINMAX2(min_a, max_a);
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INIT_MINMAX2(min_b, max_b);
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/* collapse loop with smaller AABB */
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for (k = 0; k < tot_feather_point; k++) {
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if (k >= check_b && k <= cur_a) {
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DO_MINMAX2(feather_points[k], min_a, max_a);
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}
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else {
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DO_MINMAX2(feather_points[k], min_b, max_b);
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}
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}
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if (max_a[0] - min_a[0] < max_b[0] - min_b[0] ||
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max_a[1] - min_a[1] < max_b[1] - min_b[1])
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{
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for (k = check_b; k <= cur_a; k++) {
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copy_v2_v2(feather_points[k], p);
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}
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@ -702,8 +717,7 @@ static void spline_feather_collapse_inner_loops(MaskSpline *spline, float (*feat
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*/
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float (*BKE_mask_spline_feather_differentiated_points_with_resolution_ex(MaskSpline *spline,
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int *tot_feather_point,
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const unsigned int resol,
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const int do_collapse
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const unsigned int resol
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))[2]
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{
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MaskSplinePoint *points_array = BKE_mask_spline_point_array(spline);
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@ -765,10 +779,7 @@ float (*BKE_mask_spline_feather_differentiated_points_with_resolution_ex(MaskSpl
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*tot_feather_point = tot;
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/* this is slow! - don't do on draw */
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if (do_collapse) {
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spline_feather_collapse_inner_loops(spline, feather, tot);
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}
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spline_feather_collapse_inner_loops(spline, feather, tot);
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return feather;
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}
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@ -778,7 +789,7 @@ float (*BKE_mask_spline_feather_differentiated_points_with_resolution(MaskSpline
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{
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unsigned int resol = BKE_mask_spline_feather_resolution(spline, width, height);
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return BKE_mask_spline_feather_differentiated_points_with_resolution_ex(spline, tot_feather_point, resol, FALSE);
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return BKE_mask_spline_feather_differentiated_points_with_resolution_ex(spline, tot_feather_point, resol);
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}
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float (*BKE_mask_spline_feather_differentiated_points(MaskSpline *spline, int *tot_feather_point))[2]
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@ -586,7 +586,7 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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if (do_feather) {
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diff_feather_points = BKE_mask_spline_feather_differentiated_points_with_resolution_ex(
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spline, &tot_diff_feather_points, resol, TRUE);
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spline, &tot_diff_feather_points, resol);
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BLI_assert(diff_feather_points);
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}
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else {
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