[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [17590] branches/projection-paint/source/ blender/src/imagepaint.c: minor changes, (some comments and less warnings)
Campbell Barton
ideasman42 at gmail.com
Thu Nov 27 00:57:44 CET 2008
Revision: 17590
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17590
Author: campbellbarton
Date: 2008-11-27 00:57:44 +0100 (Thu, 27 Nov 2008)
Log Message:
-----------
minor changes, (some comments and less warnings)
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 2008-11-26 23:50:42 UTC (rev 17589)
+++ branches/projection-paint/source/blender/src/imagepaint.c 2008-11-26 23:57:44 UTC (rev 17590)
@@ -1000,7 +1000,7 @@
LinkNode *node;
int face_index;
int i, i1, i2;
- int i1_fidx = -1, i2_fidx = -1; /* indexi in face */
+ int i1_fidx = -1, i2_fidx = -1; /* index in face */
MFace *mf;
MTFace *tf;
const MFace *orig_mf = ps->dm_mface + orig_face;
@@ -1014,19 +1014,23 @@
face_index = (int)node->link;
if (face_index != orig_face) {
mf = ps->dm_mface + face_index;
+ /* could check if the 2 faces images match here,
+ * but then there wouldn't be a way to return the opposite face's info */
+
/* We need to know the order of the verts in the adjacent face
* set the i1_fidx and i2_fidx to (0,1,2,3) */
- i = mf->v4 ? 3:2;
- do {
- if (i1 == (*(&mf->v1 + i))) {
- i1_fidx = i;
- } else if (i2 == (*(&mf->v1 + i))) {
- i2_fidx = i;
- }
-
- } while (i--);
+ if (mf->v1==i1) i1_fidx = 0;
+ else if (mf->v2==i1) i1_fidx = 1;
+ else if (mf->v3==i1) i1_fidx = 2;
+ else if (mf->v4 && mf->v4==i1) i1_fidx = 3;
+ if (mf->v1==i2) i2_fidx = 0;
+ else if (mf->v2==i2) i2_fidx = 1;
+ else if (mf->v3==i2) i2_fidx = 2;
+ else if (mf->v4 && mf->v4==i2) i2_fidx = 3;
+
+ /* 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) {
/* This IS an adjacent face!, now lets check if the UVs are ok */
tf = ps->dm_mtface + face_index;
@@ -1193,15 +1197,10 @@
static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
{
int other_face, other_fidx; /* vars for the other face, we also set its flag */
- int fidx1, fidx2;
+ int fidx1 = is_quad ? 3 : 2;
+ int fidx2 = 0; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) or (0,1,2) -> (1,2,0) for a tri */
- fidx1 = is_quad ? 3 : 2;
do {
- if (is_quad)
- fidx2 = (fidx1==3) ? 0 : fidx1+1; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
- else
- fidx2 = (fidx1==2) ? 0 : fidx1+1; /* next fidx in the face (0,1,2) -> (1,2,0) */
-
if ((ps->faceSeamFlags[face_index] & (1<<fidx1|16<<fidx1)) == 0) {
if (check_seam(ps, face_index, fidx1,fidx2, &other_face, &other_fidx)) {
ps->faceSeamFlags[face_index] |= 1<<fidx1;
@@ -1213,6 +1212,8 @@
ps->faceSeamFlags[other_face] |= 16<<other_fidx; /* second 4 bits for disabled */
}
}
+
+ fidx2 = fidx1;
} while (fidx1--);
}
#endif // PROJ_DEBUG_NOSEAMBLEED
@@ -1224,8 +1225,13 @@
static float lambda_cp_line2(const float p[2], const float l1[2], const float l2[2])
{
float h[2],u[2];
- Vec2Subf(u, l2, l1);
- Vec2Subf(h, p, l1);
+
+ u[0] = l2[0] - l1[0];
+ u[1] = l2[1] - l1[1];
+
+ h[0] = p[0] - l1[0];
+ h[1] = p[1] - l1[1];
+
return(Inp2f(u,h)/Inp2f(u,u));
}
@@ -1419,22 +1425,22 @@
if (ps->dm_mtface_clone) {
ImBuf *ibuf_other;
const MTFace *tf_other = ps->dm_mtface_clone + face_index;
- float *uvCo1, *uvCo2, *uvCo3;
- uvCo1 = tf_other->uv[0];
- if (side==1) {
- uvCo2 = tf_other->uv[2];
- uvCo3 = tf_other->uv[3];
- } else {
- uvCo2 = tf_other->uv[1];
- uvCo3 = tf_other->uv[2];
- }
-
if (tf_other->tpage && ( ibuf_other = BKE_image_get_ibuf((Image *)tf_other->tpage, NULL) )) {
/* BKE_image_get_ibuf - TODO - this may be slow */
-
+
+ float *uvCo1, *uvCo2, *uvCo3;
float uv_other[2], x, y;
+ uvCo1 = (float *)tf_other->uv[0];
+ if (side==1) {
+ uvCo2 = (float *)tf_other->uv[2];
+ uvCo3 = (float *)tf_other->uv[3];
+ } else {
+ uvCo2 = (float *)tf_other->uv[1];
+ uvCo3 = (float *)tf_other->uv[2];
+ }
+
Vec2Weightf(uv_other, uvCo1, uvCo2, uvCo3, w);
/* use */
@@ -1835,7 +1841,7 @@
static void project_bucket_clip_face(
const int is_ortho,
- float bucket_bounds[4],
+ const float bucket_bounds[4],
const float *v1coSS, const float *v2coSS, const float *v3coSS,
const float *uv1co, const float *uv2co, const float *uv3co,
float bucket_bounds_uv[8][2],
@@ -2113,7 +2119,9 @@
#endif
-int IsectPoly2Df(const float pt[2], float uv[8][2], const int tot)
+/* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
+ * otherwise it would have to test for mixed (SIDE_OF_LINE > 0.0f) cases */
+int IsectPoly2Df(const float pt[2], const float uv[][2], const int tot)
{
int i;
if (SIDE_OF_LINE(uv[tot-1],uv[0],pt) < 0.0f)
@@ -2647,12 +2655,13 @@
return 0;
}
-/* Add faces to the bucket but dont initialize its pixels */
+/* Add faces to the bucket but dont initialize its pixels
+ * TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const MTFace *tf, const int face_index)
{
- float min[2], max[2];
+ float min[2], max[2], *vCoSS;
int bucket_min[2], bucket_max[2]; /* for ps->bucketRect indexing */
- int i, a, bucket_x, bucket_y, bucket_index;
+ int i, bucket_x, bucket_y, bucket_index;
int has_x_isect = -1, has_isect = 0; /* for early loop exit */
@@ -2660,9 +2669,8 @@
i = mf->v4 ? 3:2;
do {
- a = (*(&mf->v1 + i)); /* vertex index */
-
- DO_MINMAX2(ps->screenCoords[ a ], min, max);
+ vCoSS = ps->screenCoords[ *(&mf->v1 + i) ];
+ DO_MINMAX2(vCoSS, min, max);
} while (i--);
project_paint_rect(ps, min, max, bucket_min, bucket_max);
@@ -2696,13 +2704,14 @@
#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
if (!mf->v4) {
- ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged egde */
+ ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
}
**ps->faceSeamUVs[face_index] = MAXFLOAT; /* set as uninitialized */
}
#endif
}
+/* run once per stroke before projection painting */
static void project_paint_begin( ProjPaintState *ps, short mval[2])
{
/* Viewport vars */
More information about the Bf-blender-cvs
mailing list