Revision: 17316
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17316
Author:   campbellbarton
Date:     2008-11-04 06:29:36 +0100 (Tue, 04 Nov 2008)

Log Message:
-----------
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.

Modified Paths:
--------------
    branches/projection-paint/source/blender/src/imagepaint.c

Modified: branches/projection-paint/source/blender/src/imagepaint.c
===================================================================
--- branches/projection-paint/source/blender/src/imagepaint.c   2008-11-04 
05:17:02 UTC (rev 17315)
+++ branches/projection-paint/source/blender/src/imagepaint.c   2008-11-04 
05:29:36 UTC (rev 17316)
@@ -185,7 +185,7 @@
        short projectIsOcclude;         /* Use raytraced occlusion? - 
ortherwise will paint right through to the back*/
        short projectIsBackfaceCull;    /* ignore faces with normals pointing 
away, skips a lot of raycasts if your normals are correctly flipped */
        short projectIsOrtho;
-       short projectIsSeamBleed;
+       float projectSeamBleed;
        
        float projectMat[4][4];         /* Projection matrix, use for getting 
screen coords */
        float viewMat[4][4];
@@ -369,7 +369,6 @@
 
 static int project_paint_BucketOffset(ProjectPaintState *ps, float *projCo2D)
 {
-       
        /* If we were not dealing with screenspace 2D coords we could simple 
do...
         * ps->projectBuckets[x + (y*ps->bucketsY)] */
        
@@ -650,23 +649,265 @@
 static void project_face_seams_init(ProjectPaintState *ps, int face_index, int 
is_quad)
 {
        if (is_quad) {
-               ps->projectFaceFlags[face_index] = 
+               ps->projectFaceFlags[face_index] |= 
                        (check_seam(ps, face_index, 0,1) ? PROJ_FACE_SEAM1 : 0) 
|
                        (check_seam(ps, face_index, 1,2) ? PROJ_FACE_SEAM2 : 0) 
|
                        (check_seam(ps, face_index, 2,3) ? PROJ_FACE_SEAM3 : 0) 
|
                        (check_seam(ps, face_index, 3,0) ? PROJ_FACE_SEAM4 : 0);
        } else {
-               ps->projectFaceFlags[face_index] = 
+               ps->projectFaceFlags[face_index] |= 
                        (check_seam(ps, face_index, 0,1) ? PROJ_FACE_SEAM1 : 0) 
|
                        (check_seam(ps, face_index, 1,2) ? PROJ_FACE_SEAM2 : 0) 
|
                        (check_seam(ps, face_index, 2,0) ? PROJ_FACE_SEAM3 : 0);
        }
 }
 
+static float angleToLength(float angle)
+{
+       float x,y, fac;
+       
+       // Alredy accounted for
+       if (angle < 0.000001)
+               return 1.0;
+       
+       angle = (2.0*M_PI/360.0) * angle;
+       x = cos(angle);
+       y = sin(angle);
+       
+       // print "YX", x,y
+       // 0 d is hoz to the right.
+       // 90d is vert upward.
+       fac = 1.0/x;
+       x = x*fac;
+       y = y*fac;
+       return sqrt((x*x)+(y*y));
+}
+
+/* return zero if there is no area in the returned rectangle */
+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)
+{
+       float min_uv[2], max_uv[2]; /* UV bounds */
+       int i;
+       
+       INIT_MINMAX2(min_uv, max_uv);
+       
+       DO_MINMAX2(uv1, min_uv, max_uv);
+       DO_MINMAX2(uv2, min_uv, max_uv);
+       DO_MINMAX2(uv3, min_uv, max_uv);
+       if (is_quad)
+               DO_MINMAX2(uv4, min_uv, max_uv);
+       
+       min_px[0] = (int)(x_px * min_uv[0]);
+       min_px[1] = (int)(y_px * min_uv[1]);
+       
+       max_px[0] = (int)(x_px * max_uv[0]) +1;
+       max_px[1] = (int)(y_px * max_uv[1]) +1;
+       
+       /*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], 
max_px[1]);*/
+       CLAMP(min_px[0], 0, x_px);
+       CLAMP(max_px[0], 0, x_px);
+       
+       CLAMP(min_px[1], 0, y_px);
+       CLAMP(max_px[1], 0, y_px);
+       
+       /* face uses no UV area when quantized to pixels? */
+       return (min_px[0] == max_px[0] || min_px[1] == max_px[1]) ? 0 : 1;
+}
+
+/* takes a faces UV's and assigns outset coords to outset_uv */
+static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], float 
scaler, int x_px, int y_px, int is_quad)
+{
+       float a1,a2,a3,a4=0.0;
+       float puv[4][2]; /* pixelspace uv's */
+       float no1[2], no2[2], no3[2], no4[2]; /* normals */
+       float dir1[2], dir2[2], dir3[2], dir4[2];
+       
+       /* make UV's in pixel space so we can */
+       puv[0][0] = orig_uv[0][0] * x_px;
+       puv[0][1] = orig_uv[0][1] * y_px;
+       
+       puv[1][0] = orig_uv[1][0] * x_px;
+       puv[1][1] = orig_uv[1][1] * y_px;
+       
+       puv[2][0] = orig_uv[2][0] * x_px;
+       puv[2][1] = orig_uv[2][1] * y_px;
+       
+       if (is_quad) {
+               puv[3][0] = orig_uv[3][0] * x_px;
+               puv[3][1] = orig_uv[3][1] * y_px;
+       }
+       
+       /* face edge directions */
+       Vec2Subf(dir1, puv[1], puv[0]);
+       Vec2Subf(dir2, puv[2], puv[1]);
+       Normalize2(dir1);
+       Normalize2(dir2);
+       
+       if (is_quad) {
+               Vec2Subf(dir3, puv[3], puv[2]);
+               Vec2Subf(dir4, puv[0], puv[3]);
+               Normalize2(dir3);
+               Normalize2(dir4);
+       } else {
+               Vec2Subf(dir3, puv[0], puv[2]);
+               Normalize2(dir3);
+       }
+       
+       if (is_quad) {
+               a1 = NormalizedVecAngle2_2D(dir4, dir1);
+               a2 = NormalizedVecAngle2_2D(dir1, dir2);
+               a3 = NormalizedVecAngle2_2D(dir2, dir3);
+               a4 = NormalizedVecAngle2_2D(dir3, dir4);
+       } else {
+               a1 = NormalizedVecAngle2_2D(dir3, dir1);
+               a2 = NormalizedVecAngle2_2D(dir1, dir2);
+               a3 = NormalizedVecAngle2_2D(dir2, dir3);
+       }
+       
+       a1 = angleToLength(a1);
+       a2 = angleToLength(a2);
+       a3 = angleToLength(a3);
+       if (is_quad)
+               a4 = angleToLength(a4);
+       
+       if (is_quad) {
+               Vec2Subf(no1, dir4, dir1);
+               Vec2Subf(no2, dir1, dir2);
+               Vec2Subf(no3, dir2, dir3);
+               Vec2Subf(no4, dir3, dir4);
+               Normalize2(no1);
+               Normalize2(no2);
+               Normalize2(no3);
+               Normalize2(no4);
+               Vec2Mulf(no1, a1*scaler);
+               Vec2Mulf(no2, a2*scaler);
+               Vec2Mulf(no3, a3*scaler);
+               Vec2Mulf(no4, a4*scaler);
+               Vec2Addf(outset_uv[0], puv[0], no1);
+               Vec2Addf(outset_uv[1], puv[1], no2);
+               Vec2Addf(outset_uv[2], puv[2], no3);
+               Vec2Addf(outset_uv[3], puv[3], no4);
+               outset_uv[0][0] /= x_px;
+               outset_uv[0][1] /= y_px;
+               
+               outset_uv[1][0] /= x_px;
+               outset_uv[1][1] /= y_px;
+               
+               outset_uv[2][0] /= x_px;
+               outset_uv[2][1] /= y_px;
+               
+               outset_uv[3][0] /= x_px;
+               outset_uv[3][1] /= y_px;
+       } else {
+               Vec2Subf(no1, dir3, dir1);
+               Vec2Subf(no2, dir1, dir2);
+               Vec2Subf(no3, dir2, dir3);
+               Normalize2(no1);
+               Normalize2(no2);
+               Normalize2(no3);
+               Vec2Mulf(no1, a1*scaler);
+               Vec2Mulf(no2, a2*scaler);
+               Vec2Mulf(no3, a3*scaler);
+               Vec2Addf(outset_uv[0], puv[0], no1);
+               Vec2Addf(outset_uv[1], puv[1], no2);
+               Vec2Addf(outset_uv[2], puv[2], no3);
+               outset_uv[0][0] /= x_px;
+               outset_uv[0][1] /= y_px;
+               
+               outset_uv[1][0] /= x_px;
+               outset_uv[1][1] /= y_px;
+               
+               outset_uv[2][0] /= x_px;
+               outset_uv[2][1] /= y_px;
+       }
+}
+
+/* TODO - move to arithb.c */
+
+/* little sister we only need to know lambda */
+static float lambda_cp_line2(float p[2], float l1[2], float l2[2])
+{
+       float h[2],u[2];
+       Vec2Subf(u, l2, l1);
+       Vec2Subf(h, p, l1);
+       return(Inp2f(u,h)/Inp2f(u,u));
+}
+
+
+#define pixel_size 4
+static void project_paint_uvpixel_init(
+               ProjectPaintState *ps, ProjectScanline *sc, ImBuf *ibuf, float 
*uv,
+               float *v1co, float *v2co, float *v3co,
+               float *uv1co, float *uv2co, float *uv3co,
+               int x, int y, int face_index,
+               float *pixelScreenCo /* can provide own own coords, use for 
seams when we want to bleed our from the original location */
+) {
+       float pixelScreenCo_own[3]; /* for testing occlusion we need the depth 
too, but not for saving into ProjectPixel */
+       int bucket_index;
+       
+       ProjectPixel *projPixel;
+       
+       
+       /* pixelScreenCo not provided? - calculate our own */
+       if (pixelScreenCo==NULL) {
+               float w1, w2, w3, wtot; /* weights for converting the pixel 
into 3d worldspace coords */
+
+               pixelScreenCo = pixelScreenCo_own;
+               /* Get the world coord for the point in uv space */
+               if (ps->projectIsOrtho) {
+                       w1 = AreaF2Dfl(uv2co, uv3co, uv);
+                       w2 = AreaF2Dfl(uv3co, uv1co, uv);
+                       w3 = AreaF2Dfl(uv1co, uv2co, uv);
+               } else { /* prespective mode needs an interpolation */
+                       w1 = AreaF2Dfl(uv2co, uv3co, uv) / v1co[2];
+                       w2 = AreaF2Dfl(uv3co, uv1co, uv) / v2co[2];
+                       w3 = AreaF2Dfl(uv1co, uv2co, 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);
+       
+       /* even though it should be clamped, in some cases it can still run 
over */
+       if (bucket_index < 0 || bucket_index >= ps->bucketsX * ps->bucketsY)
+               return;
+       
+       /* 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)) {
+               /* done with view3d_project_float inline */
+               projPixel = (ProjectPixel *)BLI_memarena_alloc( 
ps->projectArena, sizeof(ProjectPixel) );
+               
+               /* 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
+               );
+       }
+}
+
 static void project_paint_face_init(ProjectPaintState *ps, int face_index, 
ImBuf *ibuf)
 {
        /* Projection vars, to get the 3D locations into screen space  */
-       ProjectPixel *projPixel;
+       
        MFace *mf = ps->dm_mface + face_index;
        MTFace *tf = ps->dm_mtface + face_index;
        
@@ -674,11 +915,10 @@
        int x; /* Image X-Pixel */
        int y;/* Image Y-Pixel */
        float uv[2]; /* Image floating point UV - same as x,y but from 0.0-1.0 
*/
-       int pixel_size = 4;     /* each pixel is 4 x 8-bits packed in unsigned 
int */
-       float min_uv[2], max_uv[2]; /* UV bounds */
-       int xmini, ymini, xmaxi, ymaxi; /* UV Bounds converted to int's for 
pixel */
-       float w1, w2, w3, wtot; /* weights for converting the pixel into 3d 
worldspace coords */
+       
+       int min_px[2], max_px[2]; /* UV Bounds converted to int's for pixel */
        float *v1co, *v2co, *v3co; /* for convenience only, these will be 
assigned to mf->v1,2,3 or mf->v1,3,4 */
+       float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be 
assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
        int i, j;
        
        /* scanlines since quads can have 2 triangles intersecting the same 
vertical location */
@@ -686,102 +926,185 @@
        ProjectScanline *sc;
        int totscanlines; /* can only be 1 or 2, oh well */
        
-       float pixelScreenCo[3]; /* for testing occlusion we need the depth too, 
but not for saving into ProjectPixel */
-       int bucket_index;
-       
-       
-       INIT_MINMAX2(min_uv, max_uv);
-       
-       i = mf->v4 ? 3:2;
-       do {
-               DO_MINMAX2(tf->uv[i], min_uv, max_uv);
-       } while (i--);
-       
-       xmini = (int)(ibuf->x * min_uv[0]);
-       ymini = (int)(ibuf->y * min_uv[1]);
-       
-       xmaxi = (int)(ibuf->x * max_uv[0]) +1;
-       ymaxi = (int)(ibuf->y * max_uv[1]) +1;
-       
-       /*printf("%d %d %d %d \n", xmini, ymini, xmaxi, ymaxi);*/
-       CLAMP(xmini, 0, ibuf->x);
-       CLAMP(xmaxi, 0, ibuf->x);
-       
-       CLAMP(ymini, 0, ibuf->y);
-       CLAMP(ymaxi, 0, ibuf->y);
-       
-       /* face uses no UV area when quanticed to pixels? */

@@ Diff output truncated at 10240 characters. @@

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