Commit: fbae373db54517795fe041cdf3808cb95b752006
Author: Bastien Montagne
Date:   Tue Jun 19 15:53:21 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBfbae373db54517795fe041cdf3808cb95b752006

Cleanup: remove ref to dm in names in projpaint struct.

===================================================================

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 35c6fd57596..c9233416428 100644
--- a/source/blender/editors/sculpt_paint/paint_image_proj.c
+++ b/source/blender/editors/sculpt_paint/paint_image_proj.c
@@ -355,26 +355,26 @@ typedef struct ProjPaintState {
        SpinLock *tile_lock;
 
        Mesh *me_eval;
-       int  dm_totlooptri;
-       int  dm_totpoly;
-       int  dm_totedge;
-       int  dm_totvert;
+       int  totlooptri_eval;
+       int  totpoly_eval;
+       int  totedge_eval;
+       int  totvert_eval;
 
-       const MVert    *dm_mvert;
-       const MEdge    *dm_medge;
-       const MPoly    *dm_mpoly;
-       const MLoop    *dm_mloop;
-       const MLoopTri *dm_mlooptri;
+       const MVert    *mvert_eval;
+       const MEdge    *medge_eval;
+       const MPoly    *mpoly_eval;
+       const MLoop    *mloop_eval;
+       const MLoopTri *mlooptri_eval;
 
-       const MLoopUV  *dm_mloopuv_stencil;
+       const MLoopUV  *mloopuv_stencil_eval;
 
        /**
-        * \note These UV layers are aligned to \a dm_mpoly
+        * \note These UV layers are aligned to \a mpoly_eval
         * but each pointer references the start of the layer,
         * so a loop indirection is needed as well.
         */
-       const MLoopUV **dm_mloopuv;
-       const MLoopUV **dm_mloopuv_clone;    /* other UV map, use for cloning 
between layers */
+       const MLoopUV **poly_to_loop_uv;
+       const MLoopUV **poly_to_loop_uv_clone;    /* other UV map, use for 
cloning between layers */
 
        /* Actual material for each index, either from object or Mesh 
datablock... */
        Material **mat_array;
@@ -443,13 +443,13 @@ typedef struct {
 
 BLI_INLINE const MPoly *ps_tri_index_to_mpoly(const ProjPaintState *ps, int 
tri_index)
 {
-       return &ps->dm_mpoly[ps->dm_mlooptri[tri_index].poly];
+       return &ps->mpoly_eval[ps->mlooptri_eval[tri_index].poly];
 }
 
 #define PS_LOOPTRI_AS_VERT_INDEX_3(ps, lt) \
-       ps->dm_mloop[lt->tri[0]].v, \
-       ps->dm_mloop[lt->tri[1]].v, \
-       ps->dm_mloop[lt->tri[2]].v,
+       ps->mloop_eval[lt->tri[0]].v, \
+       ps->mloop_eval[lt->tri[1]].v, \
+       ps->mloop_eval[lt->tri[2]].v,
 
 #define PS_LOOPTRI_AS_UV_3(uvlayer, lt) \
        uvlayer[lt->poly][lt->tri[0]].uv, \
@@ -599,11 +599,11 @@ static int project_paint_PickFace(
 
        for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
                const int tri_index = GET_INT_FROM_POINTER(node->link);
-               const MLoopTri *lt = &ps->dm_mlooptri[tri_index];
+               const MLoopTri *lt = &ps->mlooptri_eval[tri_index];
                const float *vtri_ss[3] = {
-                   ps->screenCoords[ps->dm_mloop[lt->tri[0]].v],
-                   ps->screenCoords[ps->dm_mloop[lt->tri[1]].v],
-                   ps->screenCoords[ps->dm_mloop[lt->tri[2]].v],
+                   ps->screenCoords[ps->mloop_eval[lt->tri[0]].v],
+                   ps->screenCoords[ps->mloop_eval[lt->tri[1]].v],
+                   ps->screenCoords[ps->mloop_eval[lt->tri[2]].v],
                };
 
 
@@ -658,8 +658,8 @@ static bool project_paint_PickColor(
        if (tri_index == -1)
                return 0;
 
-       lt = &ps->dm_mlooptri[tri_index];
-       PS_LOOPTRI_ASSIGN_UV_3(lt_tri_uv, ps->dm_mloopuv, lt);
+       lt = &ps->mlooptri_eval[tri_index];
+       PS_LOOPTRI_ASSIGN_UV_3(lt_tri_uv, ps->poly_to_loop_uv, lt);
 
        interp_v2_v2v2v2(uv, UNPACK3(lt_tri_uv), w);
 
@@ -815,19 +815,19 @@ static bool project_bucket_point_occluded(
                const int tri_index = GET_INT_FROM_POINTER(bucketFace->link);
 
                if (orig_face != tri_index) {
-                       const MLoopTri *lt = &ps->dm_mlooptri[tri_index];
+                       const MLoopTri *lt = &ps->mlooptri_eval[tri_index];
                        const float *vtri_ss[3] = {
-                           ps->screenCoords[ps->dm_mloop[lt->tri[0]].v],
-                           ps->screenCoords[ps->dm_mloop[lt->tri[1]].v],
-                           ps->screenCoords[ps->dm_mloop[lt->tri[2]].v],
+                           ps->screenCoords[ps->mloop_eval[lt->tri[0]].v],
+                           ps->screenCoords[ps->mloop_eval[lt->tri[1]].v],
+                           ps->screenCoords[ps->mloop_eval[lt->tri[2]].v],
                        };
                        float w[3];
 
                        if (do_clip) {
                                const float *vtri_co[3] = {
-                                   ps->dm_mvert[ps->dm_mloop[lt->tri[0]].v].co,
-                                   ps->dm_mvert[ps->dm_mloop[lt->tri[1]].v].co,
-                                   ps->dm_mvert[ps->dm_mloop[lt->tri[2]].v].co,
+                                   
ps->mvert_eval[ps->mloop_eval[lt->tri[0]].v].co,
+                                   
ps->mvert_eval[ps->mloop_eval[lt->tri[1]].v].co,
+                                   
ps->mvert_eval[ps->mloop_eval[lt->tri[2]].v].co,
                                };
                                isect_ret = project_paint_occlude_ptv_clip(
                                        pixelScreenCo, UNPACK3(vtri_ss), 
UNPACK3(vtri_co),
@@ -1007,8 +1007,8 @@ static bool pixel_bounds_array(float (*uv)[2], rcti 
*bounds_px, const int ibuf_x
 static void project_face_winding_init(const ProjPaintState *ps, const int 
tri_index)
 {
        /* detect the winding of faces in uv space */
-       const MLoopTri *lt = &ps->dm_mlooptri[tri_index];
-       const float *lt_tri_uv[3] = { PS_LOOPTRI_AS_UV_3(ps->dm_mloopuv, lt) };
+       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) };
        float winding = cross_tri_v2(lt_tri_uv[0], lt_tri_uv[1], lt_tri_uv[2]);
 
        if (winding > 0)
@@ -1024,11 +1024,11 @@ static bool check_seam(
         const int orig_face, const int orig_i1_fidx, const int orig_i2_fidx,
         int *other_face, int *orig_fidx)
 {
-       const MLoopTri *orig_lt = &ps->dm_mlooptri[orig_face];
-       const float *orig_lt_tri_uv[3] = { PS_LOOPTRI_AS_UV_3(ps->dm_mloopuv, 
orig_lt) };
+       const MLoopTri *orig_lt = &ps->mlooptri_eval[orig_face];
+       const float *orig_lt_tri_uv[3] = { 
PS_LOOPTRI_AS_UV_3(ps->poly_to_loop_uv, orig_lt) };
        /* vert indices from face vert order indices */
-       const unsigned int i1 = ps->dm_mloop[orig_lt->tri[orig_i1_fidx]].v;
-       const unsigned int i2 = ps->dm_mloop[orig_lt->tri[orig_i2_fidx]].v;
+       const unsigned int i1 = ps->mloop_eval[orig_lt->tri[orig_i1_fidx]].v;
+       const unsigned int i2 = ps->mloop_eval[orig_lt->tri[orig_i2_fidx]].v;
        LinkNode *node;
        int i1_fidx = -1, i2_fidx = -1; /* index in face */
 
@@ -1036,7 +1036,7 @@ static bool check_seam(
                const int tri_index = GET_INT_FROM_POINTER(node->link);
 
                if (tri_index != orig_face) {
-                       const MLoopTri *lt = &ps->dm_mlooptri[tri_index];
+                       const MLoopTri *lt = &ps->mlooptri_eval[tri_index];
                        const int lt_vtri[3] = { PS_LOOPTRI_AS_VERT_INDEX_3(ps, 
lt) };
                        /* could check if the 2 faces images match here,
                         * but then there wouldn't be a way to return the 
opposite face's info */
@@ -1049,7 +1049,7 @@ static bool check_seam(
 
                        /* Only need to check if 'i2_fidx' is valid because we 
know i1_fidx is the same vert on both faces */
                        if (i2_fidx != -1) {
-                               const float *lt_tri_uv[3] = { 
PS_LOOPTRI_AS_UV_3(ps->dm_mloopuv, lt) };
+                               const float *lt_tri_uv[3] = { 
PS_LOOPTRI_AS_UV_3(ps->poly_to_loop_uv, lt) };
                                Image *tpage = 
project_paint_face_paint_image(ps, tri_index);
                                Image *orig_tpage = 
project_paint_face_paint_image(ps, orig_face);
 
@@ -1353,8 +1353,8 @@ static float project_paint_uvpixel_mask(
                Image *other_tpage = ps->stencil_ima;
 
                if (other_tpage && (ibuf_other = 
BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
-                       const MLoopTri *lt_other = &ps->dm_mlooptri[tri_index];
-                       const float *lt_other_tri_uv[3] = { 
PS_LOOPTRI_AS_UV_3(ps->dm_mloopuv, lt_other) };
+                       const MLoopTri *lt_other = 
&ps->mlooptri_eval[tri_index];
+                       const float *lt_other_tri_uv[3] = { 
PS_LOOPTRI_AS_UV_3(ps->poly_to_loop_uv, lt_other) };
 
                        /* BKE_image_acquire_ibuf - TODO - this may be slow */
                        unsigned char rgba_ub[4];
@@ -1387,7 +1387,7 @@ static float project_paint_uvpixel_mask(
        }
 
        if (ps->do_mask_cavity) {
-               const MLoopTri *lt = &ps->dm_mlooptri[tri_index];
+               const MLoopTri *lt = &ps->mlooptri_eval[tri_index];
                const int lt_vtri[3] = { PS_LOOPTRI_AS_VERT_INDEX_3(ps, lt) };
                float ca1, ca2, ca3, ca_mask;
                ca1 = ps->cavities[lt_vtri[0]];
@@ -1402,16 +1402,16 @@ static float project_paint_uvpixel_mask(
 
        /* calculate mask */
        if (ps->do_mask_normal) {
-               const MLoopTri *lt = &ps->dm_mlooptri[tri_index];
+               const MLoopTri *lt = &ps->mlooptri_eval[tri_index];
                const int lt_vtri[3] = { PS_LOOPTRI_AS_VERT_INDEX_3(ps, lt) };
-               const MPoly *mp = &ps->dm_mpoly[lt->poly];
+               const MPoly *mp = &ps->mpoly_eval[lt->poly];
                float no[3], angle_cos;
 
                if (mp->flag & ME_SMOOTH) {
                        const short *no1, *no2, *no3;
-                       no1 = ps->dm_mvert[lt_vtri[0]].no;
-                       no2 = ps->dm_mvert[lt_vtri[1]].no;
-                       no3 = ps->dm_mvert[lt_vtri[2]].no;
+                       no1 = ps->mvert_eval[lt_vtri[0]].no;
+                       no2 = ps->mvert_eval[lt_vtri[1]].no;
+                       no3 = ps->mvert_eval[lt_vtri[2]].no;
 
                        no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
                        no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
@@ -1423,9 +1423,9 @@ static float project_paint_uvpixel_mask(
 #if 1
                        /* normalizing per pixel isn't optimal, we could cache 
or check ps->*/
                        normal_tri_v3(no,
-                                     ps->dm_mvert[lt_vtri[0]].co,
-                                     ps->dm_mvert[lt_vtri[1]].co,
-                                     ps->dm_mvert[lt_vtri[2]].co);
+                                     ps->mvert_eval[lt_vtri[0]].co,
+                                     ps->mvert_eval[lt_vtri[1]].co,
+                                     ps->mvert_eval[lt_vtri[2]].co);
 #else
                        /* don't use because some modifiers dont have normal 
data (subsurf for eg) */
                        copy_v3_v3(no, (float *)ps->dm->getTessFaceData(ps->dm, 
tri_index, CD_NORMAL));
@@ -1444,9 +1444,9 @@ static float project_paint_uvpixel_mask(
                        /* Annoying but for the perspective view we need to get 
the pixels location in 3D space :/ */
                        float viewDirPersp[3];
                        const float *co1, *co2, *co3;
-                       co1 = ps->dm_mvert[lt_vtri[0]].co;
-                       co2 = ps->dm_mvert[lt_vtri[1]].co;
-                       co3 = ps->dm_mvert[lt_vtri[2]].co;
+                       co1 = ps->mvert_eval[lt_vtri[0]].co;
+                       co2 = ps->mvert_eval[lt_vtri[1]].co;
+                       co3 = ps->mvert_eval[lt_vtri[2]].co;
 
                        /* Get the direction from the viewPoint to the pixel 
and normalize */
                        viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + 
w[1] * co2[0] + w[2] * co3[0]));
@@ -1615,13 +1615,13 @@ static ProjPixel *project_paint_uvpixel_init(
 
        /* done with view3d_project_float inline */
        if (ps->tool == PAINT_TOOL_CLONE) {
-               if (ps->dm_mloopuv_clone) {
+               if (ps->poly_to_loop_uv_clone) {
                        ImBuf *ibuf_other;
                        Image *other_tpage = project_paint_face_clone_image(ps, 
tri_index);
 
                        if (other_tpage && (ibuf_other = 
BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
-                               const MLoopTri *lt_other = 
&ps->dm_mlooptri[tri_index];
-                               const float *lt_other_tri_uv[3] = { 
PS_LOOPTRI_AS_UV_3(ps->dm_mloopuv_clone, lt_other) };
+       

@@ Diff output truncated at 10240 characters. @@

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