[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20171] trunk/blender/source/blender: Fix face occlusion for projection paint, (was broken for all RC' s but nobody noticed)
Campbell Barton
ideasman42 at gmail.com
Tue May 12 18:20:23 CEST 2009
Revision: 20171
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20171
Author: campbellbarton
Date: 2009-05-12 18:20:23 +0200 (Tue, 12 May 2009)
Log Message:
-----------
Fix face occlusion for projection paint, (was broken for all RC's but nobody noticed)
Its still not working right in perspective mode.
For bleed use a faster method then Barycentric weights function since the point is always on the edge.
last commit with memset in readfile.c missed one var.
Modified Paths:
--------------
trunk/blender/source/blender/blenloader/intern/readfile.c
trunk/blender/source/blender/src/imagepaint.c
Modified: trunk/blender/source/blender/blenloader/intern/readfile.c
===================================================================
--- trunk/blender/source/blender/blenloader/intern/readfile.c 2009-05-12 15:28:07 UTC (rev 20170)
+++ trunk/blender/source/blender/blenloader/intern/readfile.c 2009-05-12 16:20:23 UTC (rev 20171)
@@ -617,15 +617,16 @@
BHead bhead;
BHeadN *new_bhead = 0;
int readsize;
-
- /* not strictly needed but shuts valgrind up
- * since uninitialized memory gets compared */
- memset(&bhead8, 0, sizeof(BHead8));
- memset(&bhead4, 0, sizeof(BHead4));
if (fd) {
if ( ! fd->eof) {
+ /* not strictly needed but shuts valgrind up
+ * since uninitialized memory gets compared */
+ memset(&bhead8, 0, sizeof(BHead8));
+ memset(&bhead4, 0, sizeof(BHead4));
+ memset(&bhead, 0, sizeof(BHead));
+
// First read the bhead structure.
// Depending on the platform the file was written on this can
// be a big or little endian BHead4 or BHead8 structure.
Modified: trunk/blender/source/blender/src/imagepaint.c
===================================================================
--- trunk/blender/source/blender/src/imagepaint.c 2009-05-12 15:28:07 UTC (rev 20170)
+++ trunk/blender/source/blender/src/imagepaint.c 2009-05-12 16:20:23 UTC (rev 20171)
@@ -230,8 +230,8 @@
char *faceSeamFlags; /* store info about faces, if they are initialized etc*/
float (*faceSeamUVs)[4][2]; /* expanded UVs for faces to use as seams */
LinkNode **vertFaces; /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
+#endif
char *vertFlags; /* store options per vert, now only store if the vert is pointing away from the view */
-#endif
int buckets_x; /* The size of the bucket grid, the grid span's screenMin/screenMax so you can paint outsize the screen or with 2 brushes at once */
int buckets_y;
@@ -867,7 +867,7 @@
else
isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
}
- if (isect_ret==1) {
+ if (isect_ret>=1) {
/* TODO - we may want to cache the first hit,
* it is not possible to swap the face order in the list anymore */
return 1;
@@ -952,6 +952,7 @@
* Its possible this gives incorrect results, when the UVs for 1 face go into the next
* tile, but do not do this for the adjacent face, it could return a false positive.
* This is so unlikely that Id not worry about it. */
+#ifndef PROJ_DEBUG_NOSEAMBLEED
static int cmp_uv(const float vec2a[2], const float vec2b[2])
{
/* if the UV's are not between 0.0 and 1.0 */
@@ -969,10 +970,11 @@
return ((fabsf(xa-xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya-yb) < PROJ_GEOM_TOLERANCE)) ? 1:0;
}
+#endif
-
/* set min_px and max_px to the image space bounds of the UV coords
* return zero if there is no area in the returned rectangle */
+#ifndef PROJ_DEBUG_NOSEAMBLEED
static int pixel_bounds_uv(
const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
rcti *bounds_px,
@@ -1000,6 +1002,7 @@
/* face uses no UV area when quantized to pixels? */
return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
}
+#endif
static int pixel_bounds_array(float (* uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
{
@@ -2498,7 +2501,6 @@
float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
float insetCos[4][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
- float *uv_seam_quad[4];
float fac;
float *vCoSS[4]; /* vertex screenspace coords */
@@ -2554,17 +2556,12 @@
fac1 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
fac2 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
- uv_seam_quad[0] = tf_uv_pxoffset[fidx1];
- uv_seam_quad[1] = tf_uv_pxoffset[fidx2];
- uv_seam_quad[2] = outset_uv[fidx2];
- uv_seam_quad[3] = outset_uv[fidx1];
+ Vec2Lerpf(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
+ Vec2Lerpf(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
+
+ Vec2Lerpf(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
+ Vec2Lerpf(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
- Vec2Lerpf(seam_subsection[0], uv_seam_quad[0], uv_seam_quad[1], fac1);
- Vec2Lerpf(seam_subsection[1], uv_seam_quad[0], uv_seam_quad[1], fac2);
-
- Vec2Lerpf(seam_subsection[2], uv_seam_quad[3], uv_seam_quad[2], fac2);
- Vec2Lerpf(seam_subsection[3], uv_seam_quad[3], uv_seam_quad[2], fac1);
-
/* if the bucket_clip_edges values Z values was kept we could avoid this
* Inset needs to be added so occlusion tests wont hit adjacent faces */
VecLerpf(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
@@ -2616,14 +2613,28 @@
/* Only bother calculating the weights if we intersect */
if (ps->do_mask_normal || ps->dm_mtface_clone) {
- /* TODO, this is not QUITE correct since UV is not inside the UV's but good enough for seams */
+#if 0
+ /* This is not QUITE correct since UV is not inside the UV's but good enough for seams */
if (side) {
BarycentricWeights2f(uv, tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], w);
}
else {
BarycentricWeights2f(uv, tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], w);
}
-
+#endif
+#if 1
+ /* Cheat, we know where we are along the edge so work out the weights from that */
+ fac = fac1 + (fac * (fac2-fac1));
+ w[0]=w[1]=w[2]= 0.0;
+ if (side) {
+ w[fidx1?fidx1-1:0] = fac;
+ w[fidx2?fidx2-1:0] = 1.0-fac;
+ }
+ else {
+ w[fidx1] = fac;
+ w[fidx2] = 1.0-fac;
+ }
+#endif
}
/* a pitty we need to get the worldspace pixel location here */
@@ -3356,15 +3367,16 @@
MEM_freeN(ps->bucketFaces);
MEM_freeN(ps->bucketFlags);
+#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
MEM_freeN(ps->vertFaces);
MEM_freeN(ps->faceSeamFlags);
MEM_freeN(ps->faceSeamUVs);
}
+#endif
if (ps->vertFlags) MEM_freeN(ps->vertFlags);
-
for (a=0; a<ps->thread_tot; a++) {
BLI_memarena_free(ps->arena_mt[a]);
}
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