tornavis/source/blender/blenkernel/intern/mask_rasterize.cc

1484 lines
49 KiB
C++

/* SPDX-FileCopyrightText: 2012 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*
* This module exposes a rasterizer that works as a black box - implementation details
* are confined to this file.
*
* The basic method to access is:
* - create & initialize a handle from a #Mask datablock.
* - execute pixel lookups.
* - free the handle.
*
* This file is admittedly a bit confusticated,
* in quite few areas speed was chosen over readability,
* though it is commented - so shouldn't be so hard to see what's going on.
*
* Implementation:
*
* To rasterize the mask its converted into geometry that use a ray-cast for each pixel lookup.
*
* Initially 'kdopbvh' was used but this ended up being too slow.
*
* To gain some extra speed we take advantage of a few shortcuts
* that can be made rasterizing masks specifically.
*
* - All triangles are known to be completely white -
* so no depth check is done on triangle intersection.
* - All quads are known to be feather outlines -
* the 1 and 0 depths are known by the vertex order in the quad,
* - There is no color - just a value for each mask pixel.
* - The mask spacial structure always maps to space 0-1 on X and Y axis.
* - Bucketing is used to speed up lookups for geometry.
*
* Other Details:
* - used unsigned values all over for some extra speed on some arch's.
* - anti-aliasing is faked, just ensuring at least one pixel feather - avoids oversampling.
* - initializing the spacial structure doesn't need to be as optimized as pixel lookups are.
* - mask lookups need not be pixel aligned so any sub-pixel values from x/y (0 - 1), can be found.
* (perhaps masks can be used as a vector texture in 3D later on)
* Currently, to build the spacial structure we have to calculate
* the total number of faces ahead of time.
*
* This is getting a bit complicated with the addition of unfilled splines and end capping -
* If large changes are needed here we would be better off using an iterable
* BLI_mempool for triangles and converting to a contiguous array afterwards.
*
* - Campbell
*/
#include <algorithm> /* For `min/max`. */
#include "CLG_log.h"
#include "MEM_guardedalloc.h"
#include "DNA_mask_types.h"
#include "DNA_scene_types.h"
#include "DNA_vec_types.h"
#include "BLI_math_geom.h"
#include "BLI_math_vector.h"
#include "BLI_memarena.h"
#include "BLI_scanfill.h"
#include "BLI_utildefines.h"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_task.h"
#include "BKE_mask.h"
#include "BLI_strict_flags.h"
/* this is rather and annoying hack, use define to isolate it.
* problem is caused by scanfill removing edges on us. */
#define USE_SCANFILL_EDGE_WORKAROUND
#define SPLINE_RESOL_CAP_PER_PIXEL 2
#define SPLINE_RESOL_CAP_MIN 8
#define SPLINE_RESOL_CAP_MAX 64
/* found this gives best performance for high detail masks, values between 2 and 8 work best */
#define BUCKET_PIXELS_PER_CELL 4
#define SF_EDGE_IS_BOUNDARY 0xff
#define SF_KEYINDEX_TEMP_ID uint(-1)
#define TRI_TERMINATOR_ID uint(-1)
#define TRI_VERT uint(-1)
/* for debugging add... */
#ifndef NDEBUG
// printf("%u %u %u %u\n", _t[0], _t[1], _t[2], _t[3]);
# define FACE_ASSERT(face, vert_max) \
{ \
uint *_t = face; \
BLI_assert(_t[0] < vert_max); \
BLI_assert(_t[1] < vert_max); \
BLI_assert(_t[2] < vert_max); \
BLI_assert(_t[3] < vert_max || _t[3] == TRI_VERT); \
} \
(void)0
#else
/* do nothing */
# define FACE_ASSERT(face, vert_max)
#endif
static CLG_LogRef LOG = {"bke.mask_rasterize"};
static void rotate_point_v2(
float r_p[2], const float p[2], const float cent[2], const float angle, const float asp[2])
{
const float s = sinf(angle);
const float c = cosf(angle);
float p_new[2];
/* translate point back to origin */
r_p[0] = (p[0] - cent[0]) / asp[0];
r_p[1] = (p[1] - cent[1]) / asp[1];
/* rotate point */
p_new[0] = ((r_p[0] * c) - (r_p[1] * s)) * asp[0];
p_new[1] = ((r_p[0] * s) + (r_p[1] * c)) * asp[1];
/* translate point back */
r_p[0] = p_new[0] + cent[0];
r_p[1] = p_new[1] + cent[1];
}
BLI_INLINE uint clampis_uint(const uint v, const uint min, const uint max)
{
return v < min ? min : (v > max ? max : v);
}
static ScanFillVert *scanfill_vert_add_v2_with_depth(ScanFillContext *sf_ctx,
const float co_xy[2],
const float co_z)
{
const float co[3] = {co_xy[0], co_xy[1], co_z};
return BLI_scanfill_vert_add(sf_ctx, co);
}
/* --------------------------------------------------------------------- */
/* local structs for mask rasterizing */
/* --------------------------------------------------------------------- */
/**
* A single #MaskRasterHandle contains multiple #MaskRasterLayer's,
* each #MaskRasterLayer does its own lookup which contributes to
* the final pixel with its own blending mode and the final pixel
* is blended between these.
*
* \note internal use only.
*/
struct MaskRasterLayer {
/* geometry */
uint face_tot;
uint (*face_array)[4]; /* access coords tri/quad */
float (*face_coords)[3]; /* xy, z 0-1 (1.0 == filled) */
/* 2d bounds (to quickly skip bucket lookup) */
rctf bounds;
/* buckets */
uint **buckets_face;
/* cache divide and subtract */
float buckets_xy_scalar[2]; /* (1.0 / (buckets_width + FLT_EPSILON)) * buckets_x */
uint buckets_x;
uint buckets_y;
/* copied direct from #MaskLayer.--- */
/* blending options */
float alpha;
char blend;
char blend_flag;
char falloff;
};
struct MaskRasterSplineInfo {
/* body of the spline */
uint vertex_offset;
uint vertex_total;
/* capping for non-filled, non cyclic splines */
uint vertex_total_cap_head;
uint vertex_total_cap_tail;
bool is_cyclic;
};
/**
* opaque local struct for mask pixel lookup, each MaskLayer needs one of these
*/
struct MaskRasterHandle {
MaskRasterLayer *layers;
uint layers_tot;
/* 2d bounds (to quickly skip bucket lookup) */
rctf bounds;
};
/* --------------------------------------------------------------------- */
/* alloc / free functions */
/* --------------------------------------------------------------------- */
MaskRasterHandle *BKE_maskrasterize_handle_new()
{
MaskRasterHandle *mr_handle;
mr_handle = MEM_cnew<MaskRasterHandle>("MaskRasterHandle");
return mr_handle;
}
void BKE_maskrasterize_handle_free(MaskRasterHandle *mr_handle)
{
const uint layers_tot = mr_handle->layers_tot;
MaskRasterLayer *layer = mr_handle->layers;
for (uint i = 0; i < layers_tot; i++, layer++) {
if (layer->face_array) {
MEM_freeN(layer->face_array);
}
if (layer->face_coords) {
MEM_freeN(layer->face_coords);
}
if (layer->buckets_face) {
const uint bucket_tot = layer->buckets_x * layer->buckets_y;
uint bucket_index;
for (bucket_index = 0; bucket_index < bucket_tot; bucket_index++) {
uint *face_index = layer->buckets_face[bucket_index];
if (face_index) {
MEM_freeN(face_index);
}
}
MEM_freeN(layer->buckets_face);
}
}
MEM_freeN(mr_handle->layers);
MEM_freeN(mr_handle);
}
static void maskrasterize_spline_differentiate_point_outset(float (*diff_feather_points)[2],
float (*diff_points)[2],
const uint tot_diff_point,
const float ofs,
const bool do_test)
{
uint k_prev = tot_diff_point - 2;
uint k_curr = tot_diff_point - 1;
uint k_next = 0;
uint k;
float d_prev[2];
float d_next[2];
float d[2];
const float *co_prev;
const float *co_curr;
const float *co_next;
const float ofs_squared = ofs * ofs;
co_prev = diff_points[k_prev];
co_curr = diff_points[k_curr];
co_next = diff_points[k_next];
/* precalc */
sub_v2_v2v2(d_prev, co_prev, co_curr);
normalize_v2(d_prev);
for (k = 0; k < tot_diff_point; k++) {
// co_prev = diff_points[k_prev]; /* Precalculate. */
co_curr = diff_points[k_curr];
co_next = diff_points[k_next];
// sub_v2_v2v2(d_prev, co_prev, co_curr); /* Precalculate. */
sub_v2_v2v2(d_next, co_curr, co_next);
// normalize_v2(d_prev); /* precalc */
normalize_v2(d_next);
if ((do_test == false) ||
(len_squared_v2v2(diff_feather_points[k], diff_points[k]) < ofs_squared)) {
add_v2_v2v2(d, d_prev, d_next);
normalize_v2(d);
diff_feather_points[k][0] = diff_points[k][0] + (d[1] * ofs);
diff_feather_points[k][1] = diff_points[k][1] + (-d[0] * ofs);
}
/* use next iter */
copy_v2_v2(d_prev, d_next);
// k_prev = k_curr; /* Precalculate. */
k_curr = k_next;
k_next++;
}
}
/* this function is not exact, sometimes it returns false positives,
* the main point of it is to clear out _almost_ all bucket/face non-intersections,
* returning true in corner cases is ok but missing an intersection is NOT.
*
* method used
* - check if the center of the buckets bounding box is intersecting the face
* - if not get the max radius to a corner of the bucket and see how close we
* are to any of the triangle edges.
*/
static bool layer_bucket_isect_test(const MaskRasterLayer *layer,
uint face_index,
const uint bucket_x,
const uint bucket_y,
const float bucket_size_x,
const float bucket_size_y,
const float bucket_max_rad_squared)
{
uint *face = layer->face_array[face_index];
float(*cos)[3] = layer->face_coords;
const float xmin = layer->bounds.xmin + (bucket_size_x * float(bucket_x));
const float ymin = layer->bounds.ymin + (bucket_size_y * float(bucket_y));
const float xmax = xmin + bucket_size_x;
const float ymax = ymin + bucket_size_y;
const float cent[2] = {(xmin + xmax) * 0.5f, (ymin + ymax) * 0.5f};
if (face[3] == TRI_VERT) {
const float *v1 = cos[face[0]];
const float *v2 = cos[face[1]];
const float *v3 = cos[face[2]];
if (isect_point_tri_v2(cent, v1, v2, v3)) {
return true;
}
if ((dist_squared_to_line_segment_v2(cent, v1, v2) < bucket_max_rad_squared) ||
(dist_squared_to_line_segment_v2(cent, v2, v3) < bucket_max_rad_squared) ||
(dist_squared_to_line_segment_v2(cent, v3, v1) < bucket_max_rad_squared))
{
return true;
}
// printf("skip tri\n");
return false;
}
const float *v1 = cos[face[0]];
const float *v2 = cos[face[1]];
const float *v3 = cos[face[2]];
const float *v4 = cos[face[3]];
if (isect_point_tri_v2(cent, v1, v2, v3)) {
return true;
}
if (isect_point_tri_v2(cent, v1, v3, v4)) {
return true;
}
if ((dist_squared_to_line_segment_v2(cent, v1, v2) < bucket_max_rad_squared) ||
(dist_squared_to_line_segment_v2(cent, v2, v3) < bucket_max_rad_squared) ||
(dist_squared_to_line_segment_v2(cent, v3, v4) < bucket_max_rad_squared) ||
(dist_squared_to_line_segment_v2(cent, v4, v1) < bucket_max_rad_squared))
{
return true;
}
// printf("skip quad\n");
return false;
}
static void layer_bucket_init_dummy(MaskRasterLayer *layer)
{
layer->face_tot = 0;
layer->face_coords = nullptr;
layer->face_array = nullptr;
layer->buckets_x = 0;
layer->buckets_y = 0;
layer->buckets_xy_scalar[0] = 0.0f;
layer->buckets_xy_scalar[1] = 0.0f;
layer->buckets_face = nullptr;
BLI_rctf_init(&layer->bounds, -1.0f, -1.0f, -1.0f, -1.0f);
}
static void layer_bucket_init(MaskRasterLayer *layer, const float pixel_size)
{
MemArena *arena = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 16), __func__);
const float bucket_dim_x = BLI_rctf_size_x(&layer->bounds);
const float bucket_dim_y = BLI_rctf_size_y(&layer->bounds);
layer->buckets_x = uint((bucket_dim_x / pixel_size) / float(BUCKET_PIXELS_PER_CELL));
layer->buckets_y = uint((bucket_dim_y / pixel_size) / float(BUCKET_PIXELS_PER_CELL));
// printf("bucket size %ux%u\n", layer->buckets_x, layer->buckets_y);
CLAMP(layer->buckets_x, 8, 512);
CLAMP(layer->buckets_y, 8, 512);
layer->buckets_xy_scalar[0] = (1.0f / (bucket_dim_x + FLT_EPSILON)) * float(layer->buckets_x);
layer->buckets_xy_scalar[1] = (1.0f / (bucket_dim_y + FLT_EPSILON)) * float(layer->buckets_y);
{
/* width and height of each bucket */
const float bucket_size_x = (bucket_dim_x + FLT_EPSILON) / float(layer->buckets_x);
const float bucket_size_y = (bucket_dim_y + FLT_EPSILON) / float(layer->buckets_y);
const float bucket_max_rad = (max_ff(bucket_size_x, bucket_size_y) * float(M_SQRT2)) +
FLT_EPSILON;
const float bucket_max_rad_squared = bucket_max_rad * bucket_max_rad;
uint *face = &layer->face_array[0][0];
float(*cos)[3] = layer->face_coords;
const uint bucket_tot = layer->buckets_x * layer->buckets_y;
LinkNode **bucketstore = MEM_cnew_array<LinkNode *>(bucket_tot, __func__);
uint *bucketstore_tot = MEM_cnew_array<uint>(bucket_tot, __func__);
uint face_index;
for (face_index = 0; face_index < layer->face_tot; face_index++, face += 4) {
float xmin;
float xmax;
float ymin;
float ymax;
if (face[3] == TRI_VERT) {
const float *v1 = cos[face[0]];
const float *v2 = cos[face[1]];
const float *v3 = cos[face[2]];
xmin = min_ff(v1[0], min_ff(v2[0], v3[0]));
xmax = max_ff(v1[0], max_ff(v2[0], v3[0]));
ymin = min_ff(v1[1], min_ff(v2[1], v3[1]));
ymax = max_ff(v1[1], max_ff(v2[1], v3[1]));
}
else {
const float *v1 = cos[face[0]];
const float *v2 = cos[face[1]];
const float *v3 = cos[face[2]];
const float *v4 = cos[face[3]];
xmin = min_ff(v1[0], min_ff(v2[0], min_ff(v3[0], v4[0])));
xmax = max_ff(v1[0], max_ff(v2[0], max_ff(v3[0], v4[0])));
ymin = min_ff(v1[1], min_ff(v2[1], min_ff(v3[1], v4[1])));
ymax = max_ff(v1[1], max_ff(v2[1], max_ff(v3[1], v4[1])));
}
/* not essential but may as will skip any faces outside the view */
if (!((xmax < 0.0f) || (ymax < 0.0f) || (xmin > 1.0f) || (ymin > 1.0f))) {
CLAMP(xmin, 0.0f, 1.0f);
CLAMP(ymin, 0.0f, 1.0f);
CLAMP(xmax, 0.0f, 1.0f);
CLAMP(ymax, 0.0f, 1.0f);
{
uint xi_min = uint((xmin - layer->bounds.xmin) * layer->buckets_xy_scalar[0]);
uint xi_max = uint((xmax - layer->bounds.xmin) * layer->buckets_xy_scalar[0]);
uint yi_min = uint((ymin - layer->bounds.ymin) * layer->buckets_xy_scalar[1]);
uint yi_max = uint((ymax - layer->bounds.ymin) * layer->buckets_xy_scalar[1]);
void *face_index_void = POINTER_FROM_UINT(face_index);
uint xi, yi;
/* this should _almost_ never happen but since it can in extreme cases,
* we have to clamp the values or we overrun the buffer and crash */
if (xi_min >= layer->buckets_x) {
xi_min = layer->buckets_x - 1;
}
if (xi_max >= layer->buckets_x) {
xi_max = layer->buckets_x - 1;
}
if (yi_min >= layer->buckets_y) {
yi_min = layer->buckets_y - 1;
}
if (yi_max >= layer->buckets_y) {
yi_max = layer->buckets_y - 1;
}
for (yi = yi_min; yi <= yi_max; yi++) {
uint bucket_index = (layer->buckets_x * yi) + xi_min;
for (xi = xi_min; xi <= xi_max; xi++, bucket_index++) {
/* correct but do in outer loop */
// uint bucket_index = (layer->buckets_x * yi) + xi;
BLI_assert(xi < layer->buckets_x);
BLI_assert(yi < layer->buckets_y);
BLI_assert(bucket_index < bucket_tot);
/* Check if the bucket intersects with the face. */
/* NOTE: there is a trade off here since checking box/tri intersections isn't as
* optimal as it could be, but checking pixels against faces they will never
* intersect with is likely the greater slowdown here -
* so check if the cell intersects the face. */
if (layer_bucket_isect_test(layer,
face_index,
xi,
yi,
bucket_size_x,
bucket_size_y,
bucket_max_rad_squared))
{
BLI_linklist_prepend_arena(&bucketstore[bucket_index], face_index_void, arena);
bucketstore_tot[bucket_index]++;
}
}
}
}
}
}
if (true) {
/* Now convert link-nodes into arrays for faster per pixel access. */
uint **buckets_face = MEM_cnew_array<uint *>(bucket_tot, __func__);
uint bucket_index;
for (bucket_index = 0; bucket_index < bucket_tot; bucket_index++) {
if (bucketstore_tot[bucket_index]) {
uint *bucket = MEM_cnew_array<uint>((bucketstore_tot[bucket_index] + 1), __func__);
LinkNode *bucket_node;
buckets_face[bucket_index] = bucket;
for (bucket_node = bucketstore[bucket_index]; bucket_node;
bucket_node = bucket_node->next) {
*bucket = POINTER_AS_UINT(bucket_node->link);
bucket++;
}
*bucket = TRI_TERMINATOR_ID;
}
else {
buckets_face[bucket_index] = nullptr;
}
}
layer->buckets_face = buckets_face;
}
MEM_freeN(bucketstore);
MEM_freeN(bucketstore_tot);
}
BLI_memarena_free(arena);
}
void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle,
Mask *mask,
const int width,
const int height,
const bool do_aspect_correct,
const bool do_mask_aa,
const bool do_feather)
{
const rctf default_bounds = {0.0f, 1.0f, 0.0f, 1.0f};
const float pixel_size = 1.0f / float(min_ii(width, height));
const float asp_xy[2] = {
(do_aspect_correct && width > height) ? float(height) / float(width) : 1.0f,
(do_aspect_correct && width < height) ? float(width) / float(height) : 1.0f};
const float zvec[3] = {0.0f, 0.0f, -1.0f};
MaskLayer *masklay;
uint masklay_index;
MemArena *sf_arena;
mr_handle->layers_tot = uint(BLI_listbase_count(&mask->masklayers));
mr_handle->layers = MEM_cnew_array<MaskRasterLayer>(mr_handle->layers_tot, "MaskRasterLayer");
BLI_rctf_init_minmax(&mr_handle->bounds);
sf_arena = BLI_memarena_new(BLI_SCANFILL_ARENA_SIZE, __func__);
for (masklay = static_cast<MaskLayer *>(mask->masklayers.first), masklay_index = 0; masklay;
masklay = masklay->next, masklay_index++)
{
/* we need to store vertex ranges for open splines for filling */
uint tot_splines;
MaskRasterSplineInfo *open_spline_ranges;
uint open_spline_index = 0;
/* scanfill */
ScanFillContext sf_ctx;
ScanFillVert *sf_vert = nullptr;
ScanFillVert *sf_vert_next = nullptr;
ScanFillFace *sf_tri;
uint sf_vert_tot = 0;
uint tot_feather_quads = 0;
#ifdef USE_SCANFILL_EDGE_WORKAROUND
uint tot_boundary_used = 0;
uint tot_boundary_found = 0;
#endif
if (masklay->visibility_flag & MASK_HIDE_RENDER) {
/* skip the layer */
mr_handle->layers_tot--;
masklay_index--;
continue;
}
tot_splines = uint(BLI_listbase_count(&masklay->splines));
open_spline_ranges = MEM_cnew_array<MaskRasterSplineInfo>(tot_splines, __func__);
BLI_scanfill_begin_arena(&sf_ctx, sf_arena);
LISTBASE_FOREACH (MaskSpline *, spline, &masklay->splines) {
const bool is_cyclic = (spline->flag & MASK_SPLINE_CYCLIC) != 0;
const bool is_fill = (spline->flag & MASK_SPLINE_NOFILL) == 0;
float(*diff_points)[2];
uint tot_diff_point;
float(*diff_feather_points)[2];
float(*diff_feather_points_flip)[2];
uint tot_diff_feather_points;
const uint resol_a = BKE_mask_spline_resolution(spline, width, height) / 4;
const uint resol_b = BKE_mask_spline_feather_resolution(spline, width, height) / 4;
const uint resol = CLAMPIS(std::max(resol_a, resol_b), 4, 512);
diff_points = BKE_mask_spline_differentiate_with_resolution(spline, resol, &tot_diff_point);
if (do_feather) {
diff_feather_points = BKE_mask_spline_feather_differentiated_points_with_resolution(
spline, resol, false, &tot_diff_feather_points);
BLI_assert(diff_feather_points);
}
else {
tot_diff_feather_points = 0;
diff_feather_points = nullptr;
}
if (tot_diff_point > 3) {
ScanFillVert *sf_vert_prev;
uint j;
sf_ctx.poly_nr++;
if (do_aspect_correct) {
if (width != height) {
float *fp;
float *ffp;
float asp;
if (width < height) {
fp = &diff_points[0][0];
ffp = tot_diff_feather_points ? &diff_feather_points[0][0] : nullptr;
asp = float(width) / float(height);
}
else {
fp = &diff_points[0][1];
ffp = tot_diff_feather_points ? &diff_feather_points[0][1] : nullptr;
asp = float(height) / float(width);
}
for (uint i = 0; i < tot_diff_point; i++, fp += 2) {
(*fp) = (((*fp) - 0.5f) / asp) + 0.5f;
}
if (tot_diff_feather_points) {
for (uint i = 0; i < tot_diff_feather_points; i++, ffp += 2) {
(*ffp) = (((*ffp) - 0.5f) / asp) + 0.5f;
}
}
}
}
/* fake aa, using small feather */
if (do_mask_aa == true) {
if (do_feather == false) {
tot_diff_feather_points = tot_diff_point;
diff_feather_points = MEM_cnew_array<float[2]>(size_t(tot_diff_feather_points),
__func__);
/* add single pixel feather */
maskrasterize_spline_differentiate_point_outset(
diff_feather_points, diff_points, tot_diff_point, pixel_size, false);
}
else {
/* ensure single pixel feather, on any zero feather areas */
maskrasterize_spline_differentiate_point_outset(
diff_feather_points, diff_points, tot_diff_point, pixel_size, true);
}
}
if (is_fill) {
/* Apply intersections depending on fill settings. */
if (spline->flag & MASK_SPLINE_NOINTERSECT) {
BKE_mask_spline_feather_collapse_inner_loops(
spline, diff_feather_points, tot_diff_feather_points);
}
sf_vert_prev = scanfill_vert_add_v2_with_depth(&sf_ctx, diff_points[0], 0.0f);
sf_vert_prev->tmp.u = sf_vert_tot;
/* Absolute index of feather vert. */
sf_vert_prev->keyindex = sf_vert_tot + tot_diff_point;
sf_vert_tot++;
for (j = 1; j < tot_diff_point; j++) {
sf_vert = scanfill_vert_add_v2_with_depth(&sf_ctx, diff_points[j], 0.0f);
sf_vert->tmp.u = sf_vert_tot;
sf_vert->keyindex = sf_vert_tot + tot_diff_point; /* absolute index of feather vert */
sf_vert_tot++;
}
sf_vert = sf_vert_prev;
sf_vert_prev = static_cast<ScanFillVert *>(sf_ctx.fillvertbase.last);
for (j = 0; j < tot_diff_point; j++) {
ScanFillEdge *sf_edge = BLI_scanfill_edge_add(&sf_ctx, sf_vert_prev, sf_vert);
#ifdef USE_SCANFILL_EDGE_WORKAROUND
if (diff_feather_points) {
sf_edge->tmp.c = SF_EDGE_IS_BOUNDARY;
tot_boundary_used++;
}
#else
(void)sf_edge;
#endif
sf_vert_prev = sf_vert;
sf_vert = sf_vert->next;
}
if (diff_feather_points) {
BLI_assert(tot_diff_feather_points == tot_diff_point);
/* NOTE: only added for convenience, we don't in fact use these to scan-fill,
* only to create feather faces after scan-fill. */
for (j = 0; j < tot_diff_feather_points; j++) {
sf_vert = scanfill_vert_add_v2_with_depth(&sf_ctx, diff_feather_points[j], 1.0f);
sf_vert->keyindex = SF_KEYINDEX_TEMP_ID;
sf_vert_tot++;
}
tot_feather_quads += tot_diff_point;
}
}
else {
/* unfilled spline */
if (diff_feather_points) {
if (spline->flag & MASK_SPLINE_NOINTERSECT) {
diff_feather_points_flip = MEM_cnew_array<float[2]>(tot_diff_feather_points,
"diff_feather_points_flip");
float co_diff[2];
for (j = 0; j < tot_diff_point; j++) {
sub_v2_v2v2(co_diff, diff_points[j], diff_feather_points[j]);
add_v2_v2v2(diff_feather_points_flip[j], diff_points[j], co_diff);
}
BKE_mask_spline_feather_collapse_inner_loops(
spline, diff_feather_points, tot_diff_feather_points);
BKE_mask_spline_feather_collapse_inner_loops(
spline, diff_feather_points_flip, tot_diff_feather_points);
}
else {
diff_feather_points_flip = nullptr;
}
open_spline_ranges[open_spline_index].vertex_offset = sf_vert_tot;
open_spline_ranges[open_spline_index].vertex_total = tot_diff_point;
/* TODO: an alternate functions so we can avoid double vector copy! */
for (j = 0; j < tot_diff_point; j++) {
/* center vert */
sf_vert = scanfill_vert_add_v2_with_depth(&sf_ctx, diff_points[j], 0.0f);
sf_vert->tmp.u = sf_vert_tot;
sf_vert->keyindex = SF_KEYINDEX_TEMP_ID;
sf_vert_tot++;
/* feather vert A */
sf_vert = scanfill_vert_add_v2_with_depth(&sf_ctx, diff_feather_points[j], 1.0f);
sf_vert->tmp.u = sf_vert_tot;
sf_vert->keyindex = SF_KEYINDEX_TEMP_ID;
sf_vert_tot++;
/* feather vert B */
if (diff_feather_points_flip) {
sf_vert = scanfill_vert_add_v2_with_depth(
&sf_ctx, diff_feather_points_flip[j], 1.0f);
}
else {
float co_diff[2];
sub_v2_v2v2(co_diff, diff_points[j], diff_feather_points[j]);
add_v2_v2v2(co_diff, diff_points[j], co_diff);
sf_vert = scanfill_vert_add_v2_with_depth(&sf_ctx, co_diff, 1.0f);
}
sf_vert->tmp.u = sf_vert_tot;
sf_vert->keyindex = SF_KEYINDEX_TEMP_ID;
sf_vert_tot++;
tot_feather_quads += 2;
}
if (!is_cyclic) {
tot_feather_quads -= 2;
}
if (diff_feather_points_flip) {
MEM_freeN(diff_feather_points_flip);
diff_feather_points_flip = nullptr;
}
/* cap ends */
/* dummy init value */
open_spline_ranges[open_spline_index].vertex_total_cap_head = 0;
open_spline_ranges[open_spline_index].vertex_total_cap_tail = 0;
if (!is_cyclic) {
const float *fp_cent;
const float *fp_turn;
uint k;
fp_cent = diff_points[0];
fp_turn = diff_feather_points[0];
#define CALC_CAP_RESOL \
clampis_uint(uint(len_v2v2(fp_cent, fp_turn) / (pixel_size * SPLINE_RESOL_CAP_PER_PIXEL)), \
SPLINE_RESOL_CAP_MIN, \
SPLINE_RESOL_CAP_MAX)
{
const uint vertex_total_cap = CALC_CAP_RESOL;
for (k = 1; k < vertex_total_cap; k++) {
const float angle = float(k) * (1.0f / float(vertex_total_cap)) * float(M_PI);
float co_feather[2];
rotate_point_v2(co_feather, fp_turn, fp_cent, angle, asp_xy);
sf_vert = scanfill_vert_add_v2_with_depth(&sf_ctx, co_feather, 1.0f);
sf_vert->tmp.u = sf_vert_tot;
sf_vert->keyindex = SF_KEYINDEX_TEMP_ID;
sf_vert_tot++;
}
tot_feather_quads += vertex_total_cap;
open_spline_ranges[open_spline_index].vertex_total_cap_head = vertex_total_cap;
}
fp_cent = diff_points[tot_diff_point - 1];
fp_turn = diff_feather_points[tot_diff_point - 1];
{
const uint vertex_total_cap = CALC_CAP_RESOL;
for (k = 1; k < vertex_total_cap; k++) {
const float angle = float(k) * (1.0f / float(vertex_total_cap)) * float(M_PI);
float co_feather[2];
rotate_point_v2(co_feather, fp_turn, fp_cent, -angle, asp_xy);
sf_vert = scanfill_vert_add_v2_with_depth(&sf_ctx, co_feather, 1.0f);
sf_vert->tmp.u = sf_vert_tot;
sf_vert->keyindex = SF_KEYINDEX_TEMP_ID;
sf_vert_tot++;
}
tot_feather_quads += vertex_total_cap;
open_spline_ranges[open_spline_index].vertex_total_cap_tail = vertex_total_cap;
}
}
open_spline_ranges[open_spline_index].is_cyclic = is_cyclic;
open_spline_index++;
#undef CALC_CAP_RESOL
/* end capping */
}
}
}
if (diff_points) {
MEM_freeN(diff_points);
}
if (diff_feather_points) {
MEM_freeN(diff_feather_points);
}
}
{
uint(*face_array)[4], *face; /* access coords */
float(*face_coords)[3], *cos; /* xy, z 0-1 (1.0 == filled) */
uint sf_tri_tot;
rctf bounds;
uint face_index;
int scanfill_flag = 0;
bool is_isect = false;
ListBase isect_remvertbase = {nullptr, nullptr};
ListBase isect_remedgebase = {nullptr, nullptr};
/* now we have all the splines */
face_coords = MEM_cnew_array<float[3]>(sf_vert_tot, "maskrast_face_coords");
/* init bounds */
BLI_rctf_init_minmax(&bounds);
/* coords */
cos = (float *)face_coords;
for (sf_vert = static_cast<ScanFillVert *>(sf_ctx.fillvertbase.first); sf_vert;
sf_vert = sf_vert_next)
{
sf_vert_next = sf_vert->next;
copy_v3_v3(cos, sf_vert->co);
/* remove so as not to interfere with fill (called after) */
if (sf_vert->keyindex == SF_KEYINDEX_TEMP_ID) {
BLI_remlink(&sf_ctx.fillvertbase, sf_vert);
}
/* bounds */
BLI_rctf_do_minmax_v(&bounds, cos);
cos += 3;
}
/* --- inefficient self-intersect case --- */
/* if self intersections are found, its too tricky to attempt to map vertices
* so just realloc and add entirely new vertices - the result of the self-intersect check.
*/
if ((masklay->flag & MASK_LAYERFLAG_FILL_OVERLAP) &&
(is_isect = BLI_scanfill_calc_self_isect(
&sf_ctx, &isect_remvertbase, &isect_remedgebase)))
{
uint sf_vert_tot_isect = uint(BLI_listbase_count(&sf_ctx.fillvertbase));
uint i = sf_vert_tot;
face_coords = static_cast<float(*)[3]>(
MEM_reallocN(face_coords, sizeof(float[3]) * (sf_vert_tot + sf_vert_tot_isect)));
cos = (float *)&face_coords[sf_vert_tot][0];
for (sf_vert = static_cast<ScanFillVert *>(sf_ctx.fillvertbase.first); sf_vert;
sf_vert = sf_vert->next)
{
copy_v3_v3(cos, sf_vert->co);
sf_vert->tmp.u = i++;
cos += 3;
}
sf_vert_tot += sf_vert_tot_isect;
/* we need to calc polys after self intersect */
scanfill_flag |= BLI_SCANFILL_CALC_POLYS;
}
/* --- end inefficient code --- */
/* main scan-fill */
if ((masklay->flag & MASK_LAYERFLAG_FILL_DISCRETE) == 0) {
scanfill_flag |= BLI_SCANFILL_CALC_HOLES;
}
sf_tri_tot = uint(BLI_scanfill_calc_ex(&sf_ctx, scanfill_flag, zvec));
if (is_isect) {
/* add removed data back, we only need edges for feather,
* but add verts back so they get freed along with others */
BLI_movelisttolist(&sf_ctx.fillvertbase, &isect_remvertbase);
BLI_movelisttolist(&sf_ctx.filledgebase, &isect_remedgebase);
}
face_array = static_cast<uint(*)[4]>(
MEM_mallocN(sizeof(*face_array) * (size_t(sf_tri_tot) + size_t(tot_feather_quads)),
"maskrast_face_index"));
face_index = 0;
/* faces */
face = (uint *)face_array;
for (sf_tri = static_cast<ScanFillFace *>(sf_ctx.fillfacebase.first); sf_tri;
sf_tri = sf_tri->next)
{
*(face++) = sf_tri->v3->tmp.u;
*(face++) = sf_tri->v2->tmp.u;
*(face++) = sf_tri->v1->tmp.u;
*(face++) = TRI_VERT;
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
}
/* start of feather faces... if we have this set,
* 'face_index' is kept from loop above */
BLI_assert(face_index == sf_tri_tot);
UNUSED_VARS_NDEBUG(face_index);
if (tot_feather_quads) {
ScanFillEdge *sf_edge;
for (sf_edge = static_cast<ScanFillEdge *>(sf_ctx.filledgebase.first); sf_edge;
sf_edge = sf_edge->next)
{
if (sf_edge->tmp.c == SF_EDGE_IS_BOUNDARY) {
*(face++) = sf_edge->v1->tmp.u;
*(face++) = sf_edge->v2->tmp.u;
*(face++) = sf_edge->v2->keyindex;
*(face++) = sf_edge->v1->keyindex;
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
#ifdef USE_SCANFILL_EDGE_WORKAROUND
tot_boundary_found++;
#endif
}
}
}
#ifdef USE_SCANFILL_EDGE_WORKAROUND
if (tot_boundary_found != tot_boundary_used) {
BLI_assert(tot_boundary_found < tot_boundary_used);
}
#endif
/* feather only splines */
while (open_spline_index > 0) {
const uint vertex_offset = open_spline_ranges[--open_spline_index].vertex_offset;
uint vertex_total = open_spline_ranges[open_spline_index].vertex_total;
uint vertex_total_cap_head = open_spline_ranges[open_spline_index].vertex_total_cap_head;
uint vertex_total_cap_tail = open_spline_ranges[open_spline_index].vertex_total_cap_tail;
uint k, j;
j = vertex_offset;
/* subtract one since we reference next vertex triple */
for (k = 0; k < vertex_total - 1; k++, j += 3) {
BLI_assert(j == vertex_offset + (k * 3));
*(face++) = j + 3; /* next span */ /* z 1 */
*(face++) = j + 0; /* z 1 */
*(face++) = j + 1; /* z 0 */
*(face++) = j + 4; /* next span */ /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
*(face++) = j + 0; /* z 1 */
*(face++) = j + 3; /* next span */ /* z 1 */
*(face++) = j + 5; /* next span */ /* z 0 */
*(face++) = j + 2; /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
}
if (open_spline_ranges[open_spline_index].is_cyclic) {
*(face++) = vertex_offset + 0; /* next span */ /* z 1 */
*(face++) = j + 0; /* z 1 */
*(face++) = j + 1; /* z 0 */
*(face++) = vertex_offset + 1; /* next span */ /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
*(face++) = j + 0; /* z 1 */
*(face++) = vertex_offset + 0; /* next span */ /* z 1 */
*(face++) = vertex_offset + 2; /* next span */ /* z 0 */
*(face++) = j + 2; /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
}
else {
uint midvidx = vertex_offset;
/***************
* cap end 'a' */
j = midvidx + (vertex_total * 3);
for (k = 0; k < vertex_total_cap_head - 2; k++, j++) {
*(face++) = midvidx + 0; /* z 1 */
*(face++) = midvidx + 0; /* z 1 */
*(face++) = j + 0; /* z 0 */
*(face++) = j + 1; /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
}
j = vertex_offset + (vertex_total * 3);
/* 2 tris that join the original */
*(face++) = midvidx + 0; /* z 1 */
*(face++) = midvidx + 0; /* z 1 */
*(face++) = midvidx + 1; /* z 0 */
*(face++) = j + 0; /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
*(face++) = midvidx + 0; /* z 1 */
*(face++) = midvidx + 0; /* z 1 */
*(face++) = j + vertex_total_cap_head - 2; /* z 0 */
*(face++) = midvidx + 2; /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
/***************
* cap end 'b' */
/* ... same as previous but v 2-3 flipped, and different initial offsets */
j = vertex_offset + (vertex_total * 3) + (vertex_total_cap_head - 1);
midvidx = vertex_offset + (vertex_total * 3) - 3;
for (k = 0; k < vertex_total_cap_tail - 2; k++, j++) {
*(face++) = midvidx; /* z 1 */
*(face++) = midvidx; /* z 1 */
*(face++) = j + 1; /* z 0 */
*(face++) = j + 0; /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
}
j = vertex_offset + (vertex_total * 3) + (vertex_total_cap_head - 1);
/* 2 tris that join the original */
*(face++) = midvidx + 0; /* z 1 */
*(face++) = midvidx + 0; /* z 1 */
*(face++) = j + 0; /* z 0 */
*(face++) = midvidx + 1; /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
*(face++) = midvidx + 0; /* z 1 */
*(face++) = midvidx + 0; /* z 1 */
*(face++) = midvidx + 2; /* z 0 */
*(face++) = j + vertex_total_cap_tail - 2; /* z 0 */
face_index++;
FACE_ASSERT(face - 4, sf_vert_tot);
}
}
MEM_freeN(open_spline_ranges);
#if 0
fprintf(stderr,
"%u %u (%u %u), %u\n",
face_index,
sf_tri_tot + tot_feather_quads,
sf_tri_tot,
tot_feather_quads,
tot_boundary_used - tot_boundary_found);
#endif
#ifdef USE_SCANFILL_EDGE_WORKAROUND
BLI_assert(face_index + (tot_boundary_used - tot_boundary_found) ==
sf_tri_tot + tot_feather_quads);
#else
BLI_assert(face_index == sf_tri_tot + tot_feather_quads);
#endif
{
MaskRasterLayer *layer = &mr_handle->layers[masklay_index];
if (BLI_rctf_isect(&default_bounds, &bounds, &bounds)) {
#ifdef USE_SCANFILL_EDGE_WORKAROUND
layer->face_tot = (sf_tri_tot + tot_feather_quads) -
(tot_boundary_used - tot_boundary_found);
#else
layer->face_tot = (sf_tri_tot + tot_feather_quads);
#endif
layer->face_coords = face_coords;
layer->face_array = face_array;
layer->bounds = bounds;
layer_bucket_init(layer, pixel_size);
BLI_rctf_union(&mr_handle->bounds, &bounds);
}
else {
MEM_freeN(face_coords);
MEM_freeN(face_array);
layer_bucket_init_dummy(layer);
}
/* copy as-is */
layer->alpha = masklay->alpha;
layer->blend = masklay->blend;
layer->blend_flag = masklay->blend_flag;
layer->falloff = masklay->falloff;
}
// printf("tris %d, feather tris %d\n", sf_tri_tot, tot_feather_quads);
}
/* Add triangles. */
BLI_scanfill_end_arena(&sf_ctx, sf_arena);
}
BLI_memarena_free(sf_arena);
}
/* --------------------------------------------------------------------- */
/* functions that run inside the sampling thread (keep fast!) */
/* --------------------------------------------------------------------- */
/* 2D ray test */
#if 0
static float maskrasterize_layer_z_depth_tri(const float pt[2],
const float v1[3],
const float v2[3],
const float v3[3])
{
float w[3];
barycentric_weights_v2(v1, v2, v3, pt, w);
return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
}
#endif
static float maskrasterize_layer_z_depth_quad(
const float pt[2], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
float w[4];
barycentric_weights_v2_quad(v1, v2, v3, v4, pt, w);
// return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]) + (v4[2] * w[3]);
return w[2] + w[3]; /* we can make this assumption for small speedup */
}
static float maskrasterize_layer_isect(const uint *face,
float (*cos)[3],
const float dist_orig,
const float xy[2])
{
/* we always cast from same place only need xy */
if (face[3] == TRI_VERT) {
/* --- tri --- */
#if 0
/* not essential but avoids unneeded extra lookups */
if ((cos[0][2] < dist_orig) || (cos[1][2] < dist_orig) || (cos[2][2] < dist_orig)) {
if (isect_point_tri_v2_cw(xy, cos[face[0]], cos[face[1]], cos[face[2]])) {
/* we know all tris are close for now */
return maskrasterize_layer_z_depth_tri(xy, cos[face[0]], cos[face[1]], cos[face[2]]);
}
}
#else
/* we know all tris are close for now */
if (isect_point_tri_v2_cw(xy, cos[face[0]], cos[face[1]], cos[face[2]])) {
return 0.0f;
}
#endif
}
else {
/* --- quad --- */
/* not essential but avoids unneeded extra lookups */
if ((cos[0][2] < dist_orig) || (cos[1][2] < dist_orig) || (cos[2][2] < dist_orig) ||
(cos[3][2] < dist_orig))
{
/* needs work */
#if 1
/* quad check fails for bow-tie, so keep using 2 tri checks */
// if (isect_point_quad_v2(xy, cos[face[0]], cos[face[1]], cos[face[2]], cos[face[3]]))
if (isect_point_tri_v2(xy, cos[face[0]], cos[face[1]], cos[face[2]]) ||
isect_point_tri_v2(xy, cos[face[0]], cos[face[2]], cos[face[3]]))
{
return maskrasterize_layer_z_depth_quad(
xy, cos[face[0]], cos[face[1]], cos[face[2]], cos[face[3]]);
}
#elif 1
/* don't use isect_point_tri_v2_cw because we could have bow-tie quads */
if (isect_point_tri_v2(xy, cos[face[0]], cos[face[1]], cos[face[2]])) {
return maskrasterize_layer_z_depth_tri(xy, cos[face[0]], cos[face[1]], cos[face[2]]);
}
else if (isect_point_tri_v2(xy, cos[face[0]], cos[face[2]], cos[face[3]])) {
return maskrasterize_layer_z_depth_tri(xy, cos[face[0]], cos[face[2]], cos[face[3]]);
}
#else
/* cheat - we know first 2 verts are z0.0f and second 2 are z 1.0f */
/* ... worth looking into */
#endif
}
}
return 1.0f;
}
BLI_INLINE uint layer_bucket_index_from_xy(MaskRasterLayer *layer, const float xy[2])
{
BLI_assert(BLI_rctf_isect_pt_v(&layer->bounds, xy));
return uint((xy[0] - layer->bounds.xmin) * layer->buckets_xy_scalar[0]) +
(uint((xy[1] - layer->bounds.ymin) * layer->buckets_xy_scalar[1]) * layer->buckets_x);
}
static float layer_bucket_depth_from_xy(MaskRasterLayer *layer, const float xy[2])
{
uint index = layer_bucket_index_from_xy(layer, xy);
uint *face_index = layer->buckets_face[index];
if (face_index) {
uint(*face_array)[4] = layer->face_array;
float(*cos)[3] = layer->face_coords;
float best_dist = 1.0f;
while (*face_index != TRI_TERMINATOR_ID) {
const float test_dist = maskrasterize_layer_isect(
face_array[*face_index], cos, best_dist, xy);
if (test_dist < best_dist) {
best_dist = test_dist;
/* comparing with 0.0f is OK here because triangles are always zero depth */
if (best_dist == 0.0f) {
/* bail early, we're as close as possible */
return 0.0f;
}
}
face_index++;
}
return best_dist;
}
return 1.0f;
}
float BKE_maskrasterize_handle_sample(MaskRasterHandle *mr_handle, const float xy[2])
{
/* can't do this because some layers may invert */
/* if (BLI_rctf_isect_pt_v(&mr_handle->bounds, xy)) */
const uint layers_tot = mr_handle->layers_tot;
MaskRasterLayer *layer = mr_handle->layers;
/* return value */
float value = 0.0f;
for (uint i = 0; i < layers_tot; i++, layer++) {
float value_layer;
/* also used as signal for unused layer (when render is disabled) */
if (layer->alpha != 0.0f && BLI_rctf_isect_pt_v(&layer->bounds, xy)) {
value_layer = 1.0f - layer_bucket_depth_from_xy(layer, xy);
switch (layer->falloff) {
case PROP_SMOOTH:
/* ease - gives less hard lines for dilate/erode feather */
value_layer = (3.0f * value_layer * value_layer -
2.0f * value_layer * value_layer * value_layer);
break;
case PROP_SPHERE:
value_layer = sqrtf(2.0f * value_layer - value_layer * value_layer);
break;
case PROP_ROOT:
value_layer = sqrtf(value_layer);
break;
case PROP_SHARP:
value_layer = value_layer * value_layer;
break;
case PROP_INVSQUARE:
value_layer = value_layer * (2.0f - value_layer);
break;
case PROP_LIN:
default:
/* nothing */
break;
}
if (layer->blend != MASK_BLEND_REPLACE) {
value_layer *= layer->alpha;
}
}
else {
value_layer = 0.0f;
}
if (layer->blend_flag & MASK_BLENDFLAG_INVERT) {
value_layer = 1.0f - value_layer;
}
switch (layer->blend) {
case MASK_BLEND_MERGE_ADD:
value += value_layer * (1.0f - value);
break;
case MASK_BLEND_MERGE_SUBTRACT:
value -= value_layer * value;
break;
case MASK_BLEND_ADD:
value += value_layer;
break;
case MASK_BLEND_SUBTRACT:
value -= value_layer;
break;
case MASK_BLEND_LIGHTEN:
value = max_ff(value, value_layer);
break;
case MASK_BLEND_DARKEN:
value = min_ff(value, value_layer);
break;
case MASK_BLEND_MUL:
value *= value_layer;
break;
case MASK_BLEND_REPLACE:
value = (value * (1.0f - layer->alpha)) + (value_layer * layer->alpha);
break;
case MASK_BLEND_DIFFERENCE:
value = fabsf(value - value_layer);
break;
default: /* same as add */
CLOG_ERROR(&LOG, "unhandled blend type: %d", layer->blend);
BLI_assert(0);
value += value_layer;
break;
}
/* clamp after applying each layer so we don't get
* issues subtracting after accumulating over 1.0f */
CLAMP(value, 0.0f, 1.0f);
}
return value;
}
struct MaskRasterizeBufferData {
MaskRasterHandle *mr_handle;
float x_inv, y_inv;
float x_px_ofs, y_px_ofs;
uint width;
float *buffer;
};
static void maskrasterize_buffer_cb(void *__restrict userdata,
const int y,
const TaskParallelTLS *__restrict /*tls*/)
{
MaskRasterizeBufferData *data = static_cast<MaskRasterizeBufferData *>(userdata);
MaskRasterHandle *mr_handle = data->mr_handle;
float *buffer = data->buffer;
const uint width = data->width;
const float x_inv = data->x_inv;
const float x_px_ofs = data->x_px_ofs;
uint i = uint(y) * width;
float xy[2];
xy[1] = (float(y) * data->y_inv) + data->y_px_ofs;
for (uint x = 0; x < width; x++, i++) {
xy[0] = (float(x) * x_inv) + x_px_ofs;
buffer[i] = BKE_maskrasterize_handle_sample(mr_handle, xy);
}
}
void BKE_maskrasterize_buffer(MaskRasterHandle *mr_handle,
const uint width,
const uint height,
/* Cannot be const, because it is assigned to non-const variable.
* NOLINTNEXTLINE: readability-non-const-parameter. */
float *buffer)
{
const float x_inv = 1.0f / float(width);
const float y_inv = 1.0f / float(height);
MaskRasterizeBufferData data{};
data.mr_handle = mr_handle;
data.x_inv = x_inv;
data.y_inv = y_inv;
data.x_px_ofs = x_inv * 0.5f;
data.y_px_ofs = y_inv * 0.5f;
data.width = width;
data.buffer = buffer;
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
settings.use_threading = (size_t(height) * width > 10000);
BLI_task_parallel_range(0, int(height), &data, maskrasterize_buffer_cb, &settings);
}