Commit: 871248a77d8a9ae7dbb43ef28f3802601cbfe5c6 Author: Luca Rood Date: Tue Mar 5 01:24:47 2019 +1100 Branches: master https://developer.blender.org/rB871248a77d8a9ae7dbb43ef28f3802601cbfe5c6
Fix texture paint UV dilation algorithm Two aspects are addressed: - Correct computation of dilation distance, so that dilated boundaries remain parallel to the original boundaries (and with the actual distance specified as bleed distance). - Dilate with regard to adjacent seams instead of adjacent triangle edges, for a more correct result. This is especially important in the case of concave shapes, where spikes could overlap with actual geometry. See: D4436 =================================================================== M source/blender/editors/sculpt_paint/paint_image_proj.c =================================================================== diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c index b4abab0fabd..35dfce9aaa6 100644 --- a/source/blender/editors/sculpt_paint/paint_image_proj.c +++ b/source/blender/editors/sculpt_paint/paint_image_proj.c @@ -142,13 +142,20 @@ BLI_INLINE unsigned char f_to_char(const float val) /* projectFaceSeamFlags options */ //#define PROJ_FACE_IGNORE (1<<0) /* When the face is hidden, backfacing or occluded */ //#define PROJ_FACE_INIT (1<<1) /* When we have initialized the faces data */ -#define PROJ_FACE_SEAM1 (1 << 0) /* If this face has a seam on any of its edges */ -#define PROJ_FACE_SEAM2 (1 << 1) -#define PROJ_FACE_SEAM3 (1 << 2) -#define PROJ_FACE_NOSEAM1 (1 << 4) -#define PROJ_FACE_NOSEAM2 (1 << 5) -#define PROJ_FACE_NOSEAM3 (1 << 6) +/* If this face has a seam on any of its edges. */ +#define PROJ_FACE_SEAM0 (1 << 0) +#define PROJ_FACE_SEAM1 (1 << 1) +#define PROJ_FACE_SEAM2 (1 << 2) + +#define PROJ_FACE_NOSEAM0 (1 << 4) +#define PROJ_FACE_NOSEAM1 (1 << 5) +#define PROJ_FACE_NOSEAM2 (1 << 6) + +/* If the seam is completely initialized, including adjecent seams. */ +#define PROJ_FACE_SEAM_INIT0 (1 << 8) +#define PROJ_FACE_SEAM_INIT1 (1 << 9) +#define PROJ_FACE_SEAM_INIT2 (1 << 10) /* face winding */ #define PROJ_FACE_WINDING_INIT 1 @@ -379,14 +386,16 @@ typedef struct ProjPaintState { #ifndef PROJ_DEBUG_NOSEAMBLEED /** store info about faces, if they are initialized etc*/ - char *faceSeamFlags; + ushort *faceSeamFlags; /** save the winding of the face in uv space, * helps as an extra validation step for seam detection. */ char *faceWindingFlags; /** expanded UVs for faces to use as seams. */ - float (*faceSeamUVs)[3][2]; + float (*loopSeamUVs)[2][2]; /** Only needed for when seam_bleed_px is enabled, use to find UV seams. */ LinkNode **vertFaces; + /** Seams per vert, to find adjacent seams. */ + ListBase *vertSeams; #endif SpinLock *tile_lock; @@ -394,6 +403,7 @@ typedef struct ProjPaintState { Mesh *me_eval; bool me_eval_free; int totlooptri_eval; + int totloop_eval; int totpoly_eval; int totedge_eval; int totvert_eval; @@ -478,6 +488,14 @@ typedef struct { ProjPaintImage *pjima; } TileInfo; +typedef struct VertSeam { + struct VertSeam *next, *prev; + int tri; + uint loop; + float angle; + bool normal_cw; + float uv[2]; +} VertSeam; /* -------------------------------------------------------------------- */ @@ -1155,37 +1173,106 @@ static bool check_seam( return 1; } -#define SMALL_NUMBER 1.e-6f -BLI_INLINE float shell_v2v2_normal_dir_to_dist(float n[2], float d[2]) +static VertSeam *find_adjacent_seam(const ProjPaintState *ps, uint loop_index, uint vert_index, VertSeam **r_seam) { - const float angle_cos = (normalize_v2(n) < SMALL_NUMBER) ? fabsf(dot_v2v2(d, n)) : 0.0f; - return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos); + ListBase *vert_seams = &ps->vertSeams[vert_index]; + VertSeam *seam = vert_seams->first; + VertSeam *adjacent; + + while (seam->loop != loop_index) { + seam = seam->next; + } + + if (r_seam) { + *r_seam = seam; + } + + /* Circulate through the (sorted) vert seam array, in the direction of the seam normal, + * until we find the first opposing seam, matching in UV space. */ + if (seam->normal_cw) { + LISTBASE_CIRCULAR_BACKWARD_BEGIN(vert_seams, adjacent, seam) + { + if ((adjacent->normal_cw != seam->normal_cw) && + cmp_uv(adjacent->uv, seam->uv)) + { + break; + } + } + LISTBASE_CIRCULAR_BACKWARD_END(vert_seams, adjacent, seam); + } + else { + LISTBASE_CIRCULAR_FORWARD_BEGIN(vert_seams, adjacent, seam) + { + if ((adjacent->normal_cw != seam->normal_cw) && + cmp_uv(adjacent->uv, seam->uv)) + { + break; + } + } + LISTBASE_CIRCULAR_FORWARD_END(vert_seams, adjacent, seam); + } + + BLI_assert(adjacent); + + return adjacent; +} + +/* Computes the normal of two seams at their intersection, + * and returns the angle between the seam and its normal. */ +static float compute_seam_normal(VertSeam *seam, VertSeam *adj, float r_no[2]) +{ + const float PI_2 = M_PI * 2.0f; + float angle[2]; + float angle_rel, angle_no; + + if (seam->normal_cw) { + angle[0] = adj->angle; + angle[1] = seam->angle; + } + else { + angle[0] = seam->angle; + angle[1] = adj->angle; + } + + angle_rel = angle[1] - angle[0]; + + if (angle_rel < 0.0f) { + angle_rel += PI_2; + } + + angle_rel *= 0.5f; + + angle_no = angle_rel + angle[0]; + + if (angle_no > M_PI) { + angle_no -= PI_2; + } + + r_no[0] = cosf(angle_no); + r_no[1] = sinf(angle_no); + + return angle_rel; } -#undef SMALL_NUMBER /* Calculate outset UV's, this is not the same as simply scaling the UVs, * since the outset coords are a margin that keep an even distance from the original UV's, * note that the image aspect is taken into account */ static void uv_image_outset( - float (*orig_uv)[2], float (*outset_uv)[2], const float scaler, - const int ibuf_x, const int ibuf_y, const bool cw) + const ProjPaintState *ps, float (*orig_uv)[2], + uint tri_index, const int ibuf_x, const int ibuf_y) { - /* disallow shell-thickness to outset extreme values, - * otherwise near zero area UV's may extend thousands of pixels. */ - const float scale_clamp = 5.0f; + int fidx[2]; + uint loop_index; + uint vert[2]; + const MLoopTri *ltri = &ps->mlooptri_eval[tri_index]; - float a1, a2, a3; /* pixelspace uv's */ float puv[3][2]; - /* normals */ - float no1[2], no2[2], no3[2]; - float dir1[2], dir2[2], dir3[2]; float ibuf_inv[2]; ibuf_inv[0] = 1.0f / (float)ibuf_x; ibuf_inv[1] = 1.0f / (float)ibuf_y; - /* make UV's in pixel space so we can */ puv[0][0] = orig_uv[0][0] * ibuf_x; puv[0][1] = orig_uv[0][1] * ibuf_y; @@ -1195,89 +1282,194 @@ static void uv_image_outset( puv[2][0] = orig_uv[2][0] * ibuf_x; puv[2][1] = orig_uv[2][1] * ibuf_y; - /* face edge directions */ - sub_v2_v2v2(dir1, puv[1], puv[0]); - sub_v2_v2v2(dir2, puv[2], puv[1]); - sub_v2_v2v2(dir3, puv[0], puv[2]); - normalize_v2(dir1); - normalize_v2(dir2); - normalize_v2(dir3); - - /* here we just use the orthonormality property (a1, a2) dot (a2, -a1) = 0 - * to get normals from the edge directions based on the winding */ - if (cw) { - no1[0] = -dir3[1] - dir1[1]; - no1[1] = dir3[0] + dir1[0]; - no2[0] = -dir1[1] - dir2[1]; - no2[1] = dir1[0] + dir2[0]; - no3[0] = -dir2[1] - dir3[1]; - no3[1] = dir2[0] + dir3[0]; + for (fidx[0] = 0; fidx[0] < 3; fidx[0]++) { + float (*seam_uvs)[2]; + float ang[2]; + + if ((ps->faceSeamFlags[tri_index] & (PROJ_FACE_SEAM0 << fidx[0])) == 0) { + continue; + } + + loop_index = ltri->tri[fidx[0]]; + + seam_uvs = ps->loopSeamUVs[loop_index]; + + if (seam_uvs[0][0] != FLT_MAX) { + continue; + } + + fidx[1] = (fidx[0] == 2) ? 0 : fidx[0] + 1; + + vert[0] = ps->mloop_eval[loop_index].v; + vert[1] = ps->mloop_eval[ltri->tri[fidx[1]]].v; + + for (uint i = 0; i < 2; i++) { + VertSeam *seam; + VertSeam *adj = find_adjacent_seam(ps, loop_index, vert[i], &seam); + float no[2]; + float len_fact; + + ang[i] = compute_seam_normal(seam, adj, no); + + len_fact = cosf(ang[i] - M_PI_2); + len_fact = UNLIKELY(len_fact < FLT_EPSILON) ? FLT_MAX : (1.0f / len_fact); + len_fact = MIN2(len_fact, 5.0f); + + mul_v2_fl(no, ps->seam_bleed_px * len_fact); + + add_v2_v2v2(seam_uvs[i], puv[fidx[i]], no); + + mul_v2_v2(seam_uvs[i], ibuf_inv); + } + + /* Handle convergent normals (can self-intersect). */ + if ((ang[0] + ang[1]) < M_PI) { + if (isect_seg_seg_v2_simple(orig_uv[fidx[0]], seam_uvs[0], orig_uv[fidx[1]], seam_uvs[1])) { + float isect_co[2]; + + isect_seg_seg_v2_point(orig_uv[fidx[0]], seam_uvs[0], orig_uv[fidx[1]], seam_uvs[1], isect_co); + + copy_v2_v2(seam_uvs[0], isect_co); + copy_v2_v2(seam_uvs[1], isect_co); + } + } + + } +} + +static void insert_seam_vert_array( + const ProjPaintState *ps, MemArena *arena, const int tri_index, + const int fidx1, const int ibuf_x, const int ibuf_y) +{ + const MLoopTri *lt = &ps->mlooptri_eval[tri_index]; + const float *lt_tri_uv[3] = {PS_LOOPTRI_AS_UV_3(ps->poly_to_loop_uv, lt)}; + const int fidx[2] = {fidx1, ((fidx1 + 1) % 3)}; + float vec[2]; + + VertSeam *vseam = BLI_memarena_alloc(arena, sizeof(VertSeam) * 2); + + vseam->prev = NULL; + vseam->next = NULL; + + vseam->tri = tri_index; + vseam->loop = lt->tri[fidx[0]]; + + sub_v2_v2v2(vec, lt_tri_uv[fidx[1]], lt_tri_uv[fidx[0]]); + vec[0] *= ibuf_x; + vec[1] *= ibuf_y; + vseam->angle = atan2f(vec[1], vec[0]); + + /* If face windings are not initialized, something must be wrong. */ + BLI_assert((ps->faceWindingFlags[tri_index] & PROJ_FACE_WINDING_INIT) != 0); + vseam->normal_cw = (ps->faceWindingFlags[tri_index] & PROJ_FACE_WINDING_CW); + + copy_v2_v2(vseam->uv, lt_tri_uv[fidx[0]]); + + vseam[1] = vseam[0]; + vseam[1].angle += vseam[1].angle > 0.0f ? -M_PI : M_PI; + vseam[1].normal_cw = !vseam[1].normal_cw; + copy_v2_v2(vseam[1].uv, lt_tri_uv[fidx[1]]); + + for (uint i = 0; i < 2; i++) { + uint vert = ps->mloop_eval[lt->tri[fidx[i]]].v; + ListBase *list = &ps->vertSeams[vert]; + VertSeam *item = list->first; + + while (item && item->angle < vseam[i].angle) { + item = item->next; + } + + BLI_insertlinkbefore(list, item, &vseam[i]); } - else { - no1[0] = dir3[1] + dir1[1]; - no1[1] = -dir3[0] - dir1[0]; - no2[0] = dir1[1] + dir2[1]; - no2[1] = -dir1[0] - dir2[0]; - no3[0] = dir2[1] + dir3[1]; - no3[1] = -dir2[0] - dir3[0]; - } - - a1 = shell_v2v2_normal_dir_to_dist(no1, dir3); - a2 = shell_v2v2_normal_dir_to_dist(no2, dir1); - a3 = shell_v2v2_normal_dir_to_dist(no3, dir2); - - CLAMP_MAX(a1, scale_clamp); - CLAMP_MAX(a2, scale_clamp); - CLAMP_MAX(a3, scale_clamp); - - mul_v2_fl(no1, a1 * scaler); - mul_v2_fl(no2, a2 * scaler); - mul_v2_fl(no3, a3 * scaler); - add_v2_v2v2(outset_uv[0], puv[0], no1); - add_v2_v2v2(outset_uv[1], puv[1], no2); - add_v2_v2v2(outset_uv[2], puv[2], no3); - - mul_v2_v2(outset_uv[0], ibuf_inv); - mul_v2_v2(outset_uv[1], ibuf_inv); - mul_v2_v2(outset_uv[2], ibuf_inv); } /* - * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_N @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs