[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [17698] branches/projection-paint/source/ blender/src/imagepaint.c: * added uvco_to_wrapped_pxco to get the pixel x/ y from a UV that could be outside 0-1 range.
Campbell Barton
ideasman42 at gmail.com
Wed Dec 3 18:36:50 CET 2008
Revision: 17698
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17698
Author: campbellbarton
Date: 2008-12-03 18:36:50 +0100 (Wed, 03 Dec 2008)
Log Message:
-----------
* added uvco_to_wrapped_pxco to get the pixel x/y from a UV that could be outside 0-1 range.
* use 80deg rather then 90 for the "Normal" painting option, since painting faces that are very close to 90d to the view gives some artifacts.
* Brecht modified the Barycentric weights function to use a signed area. so BarycentricWeightsSimplePersp2f and BarycentricWeightsSimple2f these funcs are not needed anymore.
2 bugs with seams fixed
* triangle faces seams were not being filled correctly - causing visible seams
* the pretend 3D location for seam pixels was too close to the face edge - causing some pixels to be occluded by the adjacent face.
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 2008-12-03 17:36:30 UTC (rev 17697)
+++ branches/projection-paint/source/blender/src/imagepaint.c 2008-12-03 17:36:50 UTC (rev 17698)
@@ -174,6 +174,11 @@
#define PROJ_FACE_NOSEAM3 1<<6
#define PROJ_FACE_NOSEAM4 1<<7
+/* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
+ * as this number approaches 1.0f the likelihood increases of float precision errors where
+ * it is occluded by an adjacent face */
+#define PROJ_FACE_SCALE_SEAM 0.99f
+
#define PROJ_BUCKET_NULL 0
#define PROJ_BUCKET_INIT 1<<0
// #define PROJ_BUCKET_CLONE_INIT 1<<1
@@ -181,6 +186,9 @@
/* vert flags */
#define PROJ_VERT_CULL 1
+/* M_PI_2 is 90d, we want 80 though */
+#define PI_80_DEG ((M_PI_2 / 9) * 8)
+
/* This is mainly a convenience struct used so we can keep an array of images we use
* Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
* because 'partRedrawRect' and 'touch' values would not be thread safe */
@@ -504,49 +512,32 @@
}
}
-/* The point must be inside the triangle */
-static void BarycentricWeightsSimple2f(float v1[2], float v2[2], float v3[2], float pt[2], float w[3])
+#define SIDE_OF_LINE(pa, pb, pp) ((pa[0]-pp[0])*(pb[1]-pp[1]))-((pb[0]-pp[0])*(pa[1]-pp[1]))
+
+static float AreaSignedF2Dfl(float *v1, float *v2, float *v3)
{
- float wtot, wtot_inv;
- w[0] = AreaF2Dfl(v2, v3, pt);
- w[1] = AreaF2Dfl(v3, v1, pt);
- w[2] = AreaF2Dfl(v1, v2, pt);
- wtot = w[0]+w[1]+w[2];
- if (wtot > 0.0f) { /* just incase */
- wtot_inv = 1.0f / wtot;
- w[0]*=wtot_inv;
- w[1]*=wtot_inv;
- w[2]*=wtot_inv;
- }
- else {
- w[0] = w[1] = w[2] = 1.0/3.0; /* dummy values for zero area face */
- }
+ return (float)(0.5f*((v1[0]-v2[0])*(v2[1]-v3[1]) +
+(v1[1]-v2[1])*(v3[0]-v2[0])));
}
-/* also works for points outside the triangle */
-#define SIDE_OF_LINE(pa, pb, pp) ((pa[0]-pp[0])*(pb[1]-pp[1]))-((pb[0]-pp[0])*(pa[1]-pp[1]))
static void BarycentricWeights2f(float v1[2], float v2[2], float v3[2], float pt[2], float w[3])
{
- float wtot_inv, wtot = AreaF2Dfl(v1, v2, v3);
- if (wtot > 0.0f) {
- wtot_inv = 1.0f / wtot;
- w[0] = AreaF2Dfl(v2, v3, pt);
- w[1] = AreaF2Dfl(v3, v1, pt);
- w[2] = AreaF2Dfl(v1, v2, pt);
-
- /* negate weights when 'pt' is on the outer side of the the triangles edge */
- if ((SIDE_OF_LINE(v2,v3, pt)>0.0f) != (SIDE_OF_LINE(v2,v3, v1)>0.0f)) w[0]*= -wtot_inv;
- else w[0]*= wtot_inv;
+ float wtot_inv, wtot, wsign[3];
- if ((SIDE_OF_LINE(v3,v1, pt)>0.0f) != (SIDE_OF_LINE(v3,v1, v2)>0.0f)) w[1]*= -wtot_inv;
- else w[1]*= wtot_inv;
+ wsign[0] = AreaSignedF2Dfl(v2, v3, pt);
+ wsign[1] = AreaSignedF2Dfl(v3, v1, pt);
+ wsign[2] = AreaSignedF2Dfl(v1, v2, pt);
+ wtot = wsign[0]+wsign[1]+wsign[2];
- if ((SIDE_OF_LINE(v1,v2, pt)>0.0f) != (SIDE_OF_LINE(v1,v2, v3)>0.0f)) w[2]*= -wtot_inv;
- else w[2]*= wtot_inv;
- }
- else {
- w[0] = w[1] = w[2] = 1.0f/3.0f; /* dummy values for zero area face */
- }
+ if (fabs(wtot) > 0.0f) {
+ wtot_inv = 1.0f/wtot;
+
+ w[0] = wsign[0]*wtot_inv;
+ w[1] = wsign[1]*wtot_inv;
+ w[2] = wsign[2]*wtot_inv;
+ }
+ else /* dummy values for zero area face */
+ w[0] = w[1] = w[2] = 1.0f/3.0f;
}
/* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
@@ -572,27 +563,6 @@
}
}
-static void BarycentricWeightsSimplePersp2f(float v1[4], float v2[4], float v3[4], float pt[2], float w[3])
-{
- float persp_tot_inv, persp_tot;
- BarycentricWeightsSimple2f(v1, v2, v3, pt, w);
-
- w[0] /= v1[3];
- w[1] /= v2[3];
- w[2] /= v3[3];
-
- persp_tot = w[0]+w[1]+w[2];
- if (persp_tot > 0.0f) {
- persp_tot_inv = 1.0f / persp_tot;
- w[0] *= persp_tot_inv;
- w[1] *= persp_tot_inv;
- w[2] *= persp_tot_inv;
- }
- else {
- w[0] = w[1] = w[2] = 1.0f/3.0f; /* dummy values for zero area face */
- }
-}
-
static void VecWeightf(float p[3], const float v1[3], const float v2[3], const float v3[3], const float w[3])
{
p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2];
@@ -608,7 +578,7 @@
static float tri_depth_2d(float v1[3], float v2[3], float v3[3], float pt[2], float w[3])
{
- BarycentricWeightsSimple2f(v1, v2, v3, pt, w);
+ BarycentricWeights2f(v1, v2, v3, pt, w);
return (v1[2]*w[0]) + (v2[2]*w[1]) + (v3[2]*w[2]);
}
@@ -671,6 +641,20 @@
return best_face_index; /* will be -1 or a valid face */
}
+/* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
+static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
+{
+ /* use */
+ *x = (float)fmod(uv[0], 1.0f);
+ *y = (float)fmod(uv[1], 1.0f);
+
+ if (*x < 0.0f) *x += 1.0f;
+ if (*y < 0.0f) *y += 1.0f;
+
+ *x = *x * ibuf_x - 0.5f;
+ *y = *y * ibuf_y - 0.5f;
+}
+
/* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
{
@@ -702,16 +686,8 @@
if (interp) {
float x, y;
- /* use */
- x = (float)fmod(uv[0], 1.0f);
- y = (float)fmod(uv[1], 1.0f);
+ uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
- if (x < 0.0f) x += 1.0f;
- if (y < 0.0f) y += 1.0f;
-
- x = x * ibuf->x - 0.5f;
- y = y * ibuf->y - 0.5f;
-
if (ibuf->rect_float) {
if (rgba_fp) {
bilinear_interpolation_color(ibuf, NULL, rgba_fp, x, y);
@@ -1255,7 +1231,7 @@
float pixelScreenCo[4],
float w[3])
{
- BarycentricWeightsSimple2f(uv1co, uv2co, uv3co, uv, w);
+ BarycentricWeights2f(uv1co, uv2co, uv3co, uv, w);
VecWeightf(pixelScreenCo, v1co, v2co, v3co, w);
}
@@ -1270,7 +1246,7 @@
{
float wtot_inv, wtot;
- BarycentricWeightsSimple2f(uv1co, uv2co, uv3co, uv, w);
+ BarycentricWeights2f(uv1co, uv2co, uv3co, uv, w);
/* re-weight from the 4th coord of each screen vert */
w[0] *= v1co[3];
@@ -1347,16 +1323,16 @@
angle = NormalizedVecAngle2(viewDirPersp, no);
}
- if (angle >= M_PI_2) {
+ if (angle >= PI_80_DEG) {
return 0.0f;
}
else {
#if 0
- mask = 1.0f - (angle / M_PI_2); /* map angle to 1.0-facing us, 0.0 right angles to the view direction */
+ mask = 1.0f - (angle / PI_80_DEG); /* map angle to 1.0-facing us, 0.0 right angles to the view direction */
#endif
/* trickier method that clips the normal so its more useful */
- mask = (angle / M_PI_2); /* map angle to 1.0-facing us, 0.0 right angles to the view direction */
+ mask = (angle / PI_80_DEG); /* map angle to 1.0-facing us, 0.0 right angles to the view direction */
mask = (1.0f - (mask * mask * mask)) * 1.4f;
if (mask > 1.0f) {
mask = 1.0f;
@@ -1380,7 +1356,7 @@
const ProjPaintState *ps,
MemArena *arena,
const ImBuf *ibuf,
- short x, short y,
+ short x_px, short y_px,
const float mask,
const int face_index,
const int image_index,
@@ -1392,10 +1368,10 @@
short size;
/* wrap pixel location */
- x = x % ibuf->x;
- if (x<0) x += ibuf->x;
- y = y % ibuf->y;
- if (y<0) y += ibuf->y;
+ x_px = x_px % ibuf->x;
+ if (x_px<0) x_px += ibuf->x;
+ y_px = y_px % ibuf->y;
+ if (y_px<0) y_px += ibuf->y;
if (ps->tool==PAINT_TOOL_CLONE) {
size = sizeof(ProjPixelClone);
@@ -1410,27 +1386,27 @@
projPixel = (ProjPixel *)BLI_memarena_alloc(arena, size);
if (ibuf->rect_float) {
- projPixel->pixel.f_pt = (float *)ibuf->rect_float + ((x + y * ibuf->x) * 4);
+ projPixel->pixel.f_pt = (float *)ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];
projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];
projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];
projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];
}
else {
- projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x + y * ibuf->x) * 4));
+ projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
}
/* screenspace unclamped, we could keep its z and w values but dont need them at the moment */
VECCOPY2D(projPixel->projCoSS, pixelScreenCo);
- projPixel->x_px = x;
- projPixel->y_px = y;
+ projPixel->x_px = x_px;
+ projPixel->y_px = y_px;
projPixel->mask = mask;
/* which bounding box cell are we in?, needed for undo */
- projPixel->bb_cell_index = ((int)((((float)x)/((float)ibuf->x)) * PROJ_BOUNDBOX_DIV)) + ((int)((((float)y)/((float)ibuf->y)) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV ;
+ projPixel->bb_cell_index = ((int)(((float)x_px/(float)ibuf->x) * PROJ_BOUNDBOX_DIV)) + ((int)(((float)y_px/(float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV ;
/* done with view3d_project_float inline */
@@ -1458,8 +1434,7 @@
Vec2Weightf(uv_other, uvCo1, uvCo2, uvCo3, w);
/* use */
- x = (float)fmod(uv_other[0], 1.0f);
- y = (float)fmod(uv_other[1], 1.0f);
+ uvco_to_wrapped_pxco(uv_other, ibuf->x, ibuf->y, &x, &y);
if (x < 0.0f) x += 1.0f;
if (y < 0.0f) y += 1.0f;
@@ -1618,7 +1593,7 @@
/* scale the quad & tri about its center
- * scaling by 0.99999 is used for getting fake UV pixel coords that are on the
+ * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
* edge of the face but slightly inside it occlusion tests dont return hits on adjacent faces */
static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
{
@@ -1748,22 +1723,22 @@
/* get the UV space bounding box */
uv[0] = bucket_bounds->xmax;
uv[1] = bucket_bounds->ymin;
- BarycentricWeightsSimple2f(v1coSS, v2coSS, v3coSS, uv, w);
+ BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmax; // set above
uv[1] = bucket_bounds->ymax;
- BarycentricWeightsSimple2f(v1coSS, v2coSS, v3coSS, uv, w);
+ BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
uv[0] = bucket_bounds->xmin;
//uv[1] = bucket_bounds->ymax; // set above
@@ Diff output truncated at 10240 characters. @@
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