paint: lazy paint for path layer

This commit is contained in:
luboslenco
2026-05-14 10:14:11 +02:00
parent 903384cb2d
commit 8781eef276
3 changed files with 199 additions and 126 deletions
+1 -1
View File
@@ -1683,7 +1683,7 @@ void ui_base_render_cursor(void *_) {
}
}
if (g_context->brush_lazy_radius > 0 && !g_context->brush_locked &&
if (g_context->brush_lazy_radius > 0 && !g_context->brush_locked && !slot_layer_is_path(g_context->layer) &&
(g_context->tool == TOOL_TYPE_BRUSH || g_context->tool == TOOL_TYPE_ERASER || g_context->tool == TOOL_TYPE_DECAL || g_context->tool == TOOL_TYPE_TEXT ||
g_context->tool == TOOL_TYPE_CLONE || g_context->tool == TOOL_TYPE_BLUR || g_context->tool == TOOL_TYPE_SMUDGE ||
g_context->tool == TOOL_TYPE_PARTICLE)) {
+2 -2
View File
@@ -52,7 +52,7 @@ void input_node_update(float_node_t *self) {
g_context->brush_lazy_x = paint_x;
g_context->brush_lazy_y = paint_y;
}
if (!lazy_paint) {
if (!lazy_paint || slot_layer_is_path(g_context->layer)) {
input_node_coords.x = paint_x;
input_node_coords.y = paint_y;
}
@@ -84,7 +84,7 @@ void input_node_update(float_node_t *self) {
input_node_lock_x = input_node_lock_y = input_node_lock_begin = false;
}
if (g_context->brush_lazy_radius > 0) {
if (g_context->brush_lazy_radius > 0 && !slot_layer_is_path(g_context->layer)) {
vec4_t v1 = (vec4_t){g_context->brush_lazy_x * sys_w(), g_context->brush_lazy_y * sys_h(), 0.0, 1.0};
vec4_t v2 = (vec4_t){input_node_coords.x * sys_w(), input_node_coords.y * sys_h(), 0.0, 1.0};
f32 d = vec4_dist(v1, v2);
+196 -123
View File
@@ -11,7 +11,7 @@ bool util_layer_is_path_point_dragging() {
return path_point_dragging >= 0;
}
static void path_layer_destroy_spheres() {
static void path_destroy_spheres() {
for (i32 i = 0; i < path_point_sphere_count; i++) {
mesh_object_remove((mesh_object_t *)path_point_spheres[i]->ext);
}
@@ -20,7 +20,22 @@ static void path_layer_destroy_spheres() {
path_point_sphere_count = 0;
}
static void path_layer_push_camera(f32_array_t *ar) {
static bool project_to_screen(vec4_t wpos, f32 *sx, f32 *sy) {
vec4_t clip = vec4_apply_mat4(wpos, scene_camera->vp);
if (clip.w > 0.0f) {
*sx = (clip.x / clip.w + 1.0f) * 0.5f;
*sy = (-clip.y / clip.w + 1.0f) * 0.5f;
return true;
}
return false;
}
static f32 bezier_eval(f32 p0, f32 pc, f32 p1, f32 t) {
f32 t1 = 1.0f - t;
return t1 * t1 * t1 * p0 + 3.0f * t * t1 * pc + t * t * t * p1;
}
static void path_push_camera(f32_array_t *ar) {
vec4_t loc = scene_camera->base->transform->loc;
quat_t rot = scene_camera->base->transform->rot;
f32_array_push(ar, loc.x);
@@ -46,11 +61,9 @@ static void path_set_camera(f32_array_t *points_camera, i32 num_camera, i32 ci)
}
}
static void path_paint(f32 px, f32 py, bool is_decal, f32 *prev_px, f32 *prev_py) {
if (is_decal) {
g_context->decal_x = px;
g_context->decal_y = py;
}
static void path_paint(f32 px, f32 py, f32 *prev_px, f32 *prev_py) {
g_context->decal_x = px;
g_context->decal_y = py;
g_context->paint_vec.x = px;
g_context->paint_vec.y = py;
g_context->last_paint_vec_x = *prev_px;
@@ -61,7 +74,168 @@ static void path_paint(f32 px, f32 py, bool is_decal, f32 *prev_px, f32 *prev_py
*prev_py = py;
}
static void layers_repaint_path_layer(slot_layer_t *l) {
static void path_paint_curved(f32_array_t *points, f32_array_t *points_world, f32_array_t *points_camera, i32_array_t *points_parent, i32 num_world,
i32 num_camera, i32 num_parent, bool sphere_mode, f32 dot_spacing) {
f32 prev_px = 0.5f;
f32 prev_py = 0.5f;
// Paint the first anchor
f32 pt0x = points->length >= 2 ? points->buffer[0] : 0.5f;
f32 pt0y = points->length >= 2 ? points->buffer[1] : 0.5f;
path_set_camera(points_camera, num_camera, 0);
prev_px = pt0x;
prev_py = pt0y;
path_paint(pt0x, pt0y, &prev_px, &prev_py);
// Paint curve - anchor[p], control[j-1], anchor[j]
for (i32 j = 2; j < num_world; j += 2) {
i32 p = (j < num_parent) ? points_parent->buffer[j] : j - 2;
f32 ax1 = j * 2 + 1 < (i32)points->length ? points->buffer[j * 2] : 0.5f;
f32 ay1 = j * 2 + 1 < (i32)points->length ? points->buffer[j * 2 + 1] : 0.5f;
f32 wx0 = points_world->buffer[p * 3];
f32 wy0 = points_world->buffer[p * 3 + 1];
f32 wz0 = points_world->buffer[p * 3 + 2];
f32 wcx = points_world->buffer[(j - 1) * 3];
f32 wcy = points_world->buffer[(j - 1) * 3 + 1];
f32 wcz = points_world->buffer[(j - 1) * 3 + 2];
f32 wx1 = points_world->buffer[j * 3];
f32 wy1 = points_world->buffer[j * 3 + 1];
f32 wz1 = points_world->buffer[j * 3 + 2];
// Restore the start anchor camera and re-project its position as prev
if (p < num_camera) {
path_set_camera(points_camera, num_camera, p);
project_to_screen((vec4_t){wx0, wy0, wz0, 1.0f}, &prev_px, &prev_py);
}
bool have_j = j < num_camera;
f32 prev_bwx = wx0;
f32 prev_bwy = wy0;
f32 prev_bwz = wz0;
if (sphere_mode) {
// Pre-sample bezier to build arc-length table, then paint at evenly-spaced positions
f32 sbx[33];
f32 sby[33];
f32 sbz[33];
f32 slen[33];
sbx[0] = wx0;
sby[0] = wy0;
sbz[0] = wz0;
slen[0] = 0.0f;
f32 psx = prev_px, psy = prev_py;
for (i32 k = 1; k <= 32; k++) {
f32 kt = k / 32.0f;
sbx[k] = bezier_eval(wx0, wcx, wx1, kt);
sby[k] = bezier_eval(wy0, wcy, wy1, kt);
sbz[k] = bezier_eval(wz0, wcz, wz1, kt);
f32 sx = psx, sy = psy;
project_to_screen((vec4_t){sbx[k], sby[k], sbz[k], 1.0f}, &sx, &sy);
f32 dx = (sx - psx) * (f32)sys_w(), dy = (sy - psy) * (f32)sys_h();
slen[k] = slen[k - 1] + sqrtf(dx * dx + dy * dy);
psx = sx;
psy = sy;
}
i32 n = dot_spacing > 0.5f ? (i32)ceilf(slen[32] / dot_spacing) : 17;
n = n < 2 ? 2 : n > 64 ? 64 : n;
for (i32 s = 1; s <= n; s++) {
f32 tgt = s / (f32)n * slen[32];
i32 k = 1;
while (k < 32 && slen[k] < tgt)
k++;
f32 d = slen[k] - slen[k - 1];
f32 a = d > 0.0f ? (tgt - slen[k - 1]) / d : 1.0f;
f32 bwx = sbx[k - 1] + a * (sbx[k] - sbx[k - 1]);
f32 bwy = sby[k - 1] + a * (sby[k] - sby[k - 1]);
f32 bwz = sbz[k - 1] + a * (sbz[k] - sbz[k - 1]);
if (s == n && have_j) {
path_set_camera(points_camera, num_camera, j);
project_to_screen((vec4_t){prev_bwx, prev_bwy, prev_bwz, 1.0f}, &prev_px, &prev_py);
}
f32 bx = ax1, by = ay1;
project_to_screen((vec4_t){bwx, bwy, bwz, 1.0f}, &bx, &by);
path_paint(bx, by, &prev_px, &prev_py);
prev_bwx = bwx;
prev_bwy = bwy;
prev_bwz = bwz;
}
}
else { // Capsule
for (i32 s = 1; s <= 17; s++) {
f32 t = s / 17.0f;
f32 bwx = bezier_eval(wx0, wcx, wx1, t);
f32 bwy = bezier_eval(wy0, wcy, wy1, t);
f32 bwz = bezier_eval(wz0, wcz, wz1, t);
if (s == 17 && have_j) {
path_set_camera(points_camera, num_camera, j);
// Re-project the previous world pos from the new camera so that
// last_paint_vec and paint_vec are in the same screen space
project_to_screen((vec4_t){prev_bwx, prev_bwy, prev_bwz, 1.0f}, &prev_px, &prev_py);
}
f32 bx = ax1, by = ay1;
project_to_screen((vec4_t){bwx, bwy, bwz, 1.0f}, &bx, &by);
path_paint(bx, by, &prev_px, &prev_py);
prev_bwx = bwx;
prev_bwy = bwy;
prev_bwz = bwz;
}
}
}
render_path_paint_dilate(true, true);
}
static void path_paint_straight(f32_array_t *points, f32_array_t *points_world, f32_array_t *points_camera, i32_array_t *points_parent, i32 num_world,
i32 num_camera, bool sphere_mode, f32 dot_spacing) {
for (i32 i = 0; i < num_world; i++) {
path_set_camera(points_camera, num_camera, i);
f32 cur_px = points->buffer[i * 2];
f32 cur_py = points->buffer[i * 2 + 1];
f32 prev_px = cur_px;
f32 prev_py = cur_py;
i32 parent = points_parent->buffer[i];
if (sphere_mode && parent >= 0) {
f32 pwx = points_world->buffer[parent * 3];
f32 pwy = points_world->buffer[parent * 3 + 1];
f32 pwz = points_world->buffer[parent * 3 + 2];
f32 cwx = points_world->buffer[i * 3];
f32 cwy = points_world->buffer[i * 3 + 1];
f32 cwz = points_world->buffer[i * 3 + 2];
f32 ppx = cur_px, ppy = cur_py;
project_to_screen((vec4_t){pwx, pwy, pwz, 1.0f}, &ppx, &ppy);
f32 dx = (cur_px - ppx) * (f32)sys_w();
f32 dy = (cur_py - ppy) * (f32)sys_h();
f32 len = sqrtf(dx * dx + dy * dy);
i32 n = dot_spacing > 0.5f ? (i32)ceilf(len / dot_spacing) : 17;
n = n < 1 ? 1 : n > 64 ? 64 : n;
for (i32 s = 0; s <= n; s++) {
f32 t = s / (f32)n;
f32 iwx = pwx + t * (cwx - pwx);
f32 iwy = pwy + t * (cwy - pwy);
f32 iwz = pwz + t * (cwz - pwz);
f32 ix = 0.0f, iy = 0.0f;
if (project_to_screen((vec4_t){iwx, iwy, iwz, 1.0f}, &ix, &iy)) {
path_paint(ix, iy, &prev_px, &prev_py);
}
}
}
else { // Capsule
if (parent >= 0) {
f32 pwx = points_world->buffer[parent * 3];
f32 pwy = points_world->buffer[parent * 3 + 1];
f32 pwz = points_world->buffer[parent * 3 + 2];
project_to_screen((vec4_t){pwx, pwy, pwz, 1.0f}, &prev_px, &prev_py);
}
path_paint(cur_px, cur_py, &prev_px, &prev_py);
}
}
render_path_paint_dilate(true, true);
}
static void path_repaint(slot_layer_t *l) {
if (l->path_material == NULL) {
return;
}
@@ -94,132 +268,31 @@ static void layers_repaint_path_layer(slot_layer_t *l) {
i32 num_world = points_world->length / 3;
i32 num_camera = points_camera->length / 9;
i32 num_parent = points_parent->length;
bool is_decal = context_is_decal();
bool sphere_mode = g_context->brush_lazy_radius > 0 && g_context->brush_lazy_step > 0;
f32 dot_spacing = sphere_mode ? g_context->brush_lazy_radius * g_context->brush_lazy_step * 85.0f : 0.0f;
if (l->path_curved && num_world >= 1) {
f32 prev_px = 0.5f;
f32 prev_py = 0.5f;
// Paint the first anchor
f32 pt0x = points->length >= 2 ? points->buffer[0] : 0.5f;
f32 pt0y = points->length >= 2 ? points->buffer[1] : 0.5f;
path_set_camera(points_camera, num_camera, 0);
prev_px = pt0x;
prev_py = pt0y;
path_paint(pt0x, pt0y, is_decal, &prev_px, &prev_py);
// Paint curve - anchor[p], control[j-1], anchor[j]
for (i32 j = 2; j < num_world; j += 2) {
i32 p = (j < num_parent) ? points_parent->buffer[j] : j - 2;
f32 ax1 = j * 2 + 1 < (i32)points->length ? points->buffer[j * 2] : 0.5f;
f32 ay1 = j * 2 + 1 < (i32)points->length ? points->buffer[j * 2 + 1] : 0.5f;
f32 wx0 = points_world->buffer[p * 3];
f32 wy0 = points_world->buffer[p * 3 + 1];
f32 wz0 = points_world->buffer[p * 3 + 2];
f32 wcx = points_world->buffer[(j - 1) * 3];
f32 wcy = points_world->buffer[(j - 1) * 3 + 1];
f32 wcz = points_world->buffer[(j - 1) * 3 + 2];
f32 wx1 = points_world->buffer[j * 3];
f32 wy1 = points_world->buffer[j * 3 + 1];
f32 wz1 = points_world->buffer[j * 3 + 2];
// Restore the start anchor camera and re-project its position as prev
if (p < num_camera) {
path_set_camera(points_camera, num_camera, p);
vec4_t pp = vec4_apply_mat4((vec4_t){wx0, wy0, wz0, 1.0f}, scene_camera->vp);
if (pp.w > 0.0f) {
prev_px = (pp.x / pp.w + 1.0f) * 0.5f;
prev_py = (-pp.y / pp.w + 1.0f) * 0.5f;
}
}
// 16 intermediate points + final anchor
bool have_j = j < num_camera;
f32 prev_bwx = wx0;
f32 prev_bwy = wy0;
f32 prev_bwz = wz0;
for (i32 s = 1; s <= 17; s++) {
f32 t = s / 17.0f;
f32 t1 = 1.0f - t;
f32 bwx = t1 * t1 * t1 * wx0 + 3.0f * t * t1 * wcx + t * t * t * wx1;
f32 bwy = t1 * t1 * t1 * wy0 + 3.0f * t * t1 * wcy + t * t * t * wy1;
f32 bwz = t1 * t1 * t1 * wz0 + 3.0f * t * t1 * wcz + t * t * t * wz1;
if (s == 17 && have_j) {
path_set_camera(points_camera, num_camera, j);
// Re-project the previous world pos from the new camera so that
// last_paint_vec and paint_vec are in the same screen space
vec4_t pc = vec4_apply_mat4((vec4_t){prev_bwx, prev_bwy, prev_bwz, 1.0f}, scene_camera->vp);
if (pc.w > 0.0f) {
prev_px = (pc.x / pc.w + 1.0f) * 0.5f;
prev_py = (-pc.y / pc.w + 1.0f) * 0.5f;
}
}
vec4_t clip = vec4_apply_mat4((vec4_t){bwx, bwy, bwz, 1.0f}, scene_camera->vp);
f32 bx, by;
if (clip.w > 0.0f) {
bx = (clip.x / clip.w + 1.0f) * 0.5f;
by = (-clip.y / clip.w + 1.0f) * 0.5f;
}
else {
bx = ax1;
by = ay1;
}
path_paint(bx, by, is_decal, &prev_px, &prev_py);
prev_bwx = bwx;
prev_bwy = bwy;
prev_bwz = bwz;
}
}
render_path_paint_dilate(true, true);
path_paint_curved(points, points_world, points_camera, points_parent, num_world, num_camera, num_parent, sphere_mode, dot_spacing);
}
else {
for (i32 i = 0; i < num_world; i++) {
path_set_camera(points_camera, num_camera, i);
f32 cur_px = points->buffer[i * 2];
f32 cur_py = points->buffer[i * 2 + 1];
// Project parent world point for stroke connection
f32 prev_px = cur_px;
f32 prev_py = cur_py;
if (!is_decal) {
i32 parent = points_parent->buffer[i];
if (parent >= 0) {
f32 pwx = points_world->buffer[parent * 3];
f32 pwy = points_world->buffer[parent * 3 + 1];
f32 pwz = points_world->buffer[parent * 3 + 2];
vec4_t clip = vec4_apply_mat4((vec4_t){pwx, pwy, pwz, 1.0f}, scene_camera->vp);
if (clip.w > 0.0f) {
prev_px = (clip.x / clip.w + 1.0f) * 0.5f;
prev_py = (-clip.y / clip.w + 1.0f) * 0.5f;
}
}
}
path_paint(cur_px, cur_py, is_decal, &prev_px, &prev_py);
}
render_path_paint_dilate(true, true);
path_paint_straight(points, points_world, points_camera, points_parent, num_world, num_camera, sphere_mode, dot_spacing);
}
g_context->tool = _tool;
scene_camera->base->transform->loc = _camera_loc;
scene_camera->base->transform->rot = _camera_rot;
camera_object_build_proj(scene_camera, -1.0);
camera_object_build_mat(scene_camera);
render_path_base_draw_gbuffer();
g_context->pdirty = 0;
g_context->rdirty = 2;
g_context->layer = _layer;
g_context->material = _material;
make_material_parse_paint_material(false);
g_context->pdirty = 0;
g_context->rdirty = 2;
g_context->tool = _tool;
g_context->layer = _layer;
g_context->material = _material;
g_context->last_paint_vec_x = _last_x;
g_context->last_paint_vec_y = _last_y;
g_context->paint_vec = _paint_vec;
make_material_parse_paint_material(false);
}
void util_layer_clear_path_points(slot_layer_t *l) {
@@ -266,7 +339,7 @@ void util_layer_add_path_point(slot_layer_t *l, f32 screen_x, f32 screen_y) {
f32_array_push(points_world, g_context->posx_picked);
f32_array_push(points_world, g_context->posy_picked);
f32_array_push(points_world, g_context->posz_picked);
path_layer_push_camera(points_camera);
path_push_camera(points_camera);
// For curved paths the parent must be an anchor
i32 parent = path_layer_last_active;
@@ -284,7 +357,7 @@ void util_layer_add_path_point(slot_layer_t *l, f32 screen_x, f32 screen_y) {
i32 new_index = points->length / 2 - 1;
path_layer_last_active = new_index;
layers_repaint_path_layer(l);
path_repaint(l);
for (i32 j = 0; j < path_point_sphere_count; j++) {
path_point_spheres[j]->visible = true;
@@ -295,7 +368,7 @@ void util_layer_repaint_path(slot_layer_t *l) {
for (i32 j = 0; j < path_point_sphere_count; j++) {
path_point_spheres[j]->visible = false;
}
layers_repaint_path_layer(l);
path_repaint(l);
for (i32 j = 0; j < path_point_sphere_count; j++) {
path_point_spheres[j]->visible = true;
}
@@ -311,7 +384,7 @@ void util_layer_update_path() {
// Clear spheres when switching away from path layer
if (path_layer_current != l) {
path_layer_destroy_spheres();
path_destroy_spheres();
path_point_dragging = -1;
path_layer_current = is_path ? l : NULL;
path_layer_last_active = -1;