[Bf-blender-cvs] [871248a77d8] master: Fix texture paint UV dilation algorithm
Luca Rood
noreply at git.blender.org
Mon Mar 4 15:37:06 CET 2019
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. @@
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