Use golden ratio conjugate for Face Sets hue generation

The face set ID is sequential, so implementing this was straightforward.
Suggested by Jeroen Bakker

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7123
This commit is contained in:
Pablo Dobarro 2020-03-12 20:43:01 +01:00
parent 53c03d4679
commit b0271c6e40
2 changed files with 8 additions and 7 deletions

View File

@ -11105,14 +11105,13 @@ static int sculpt_face_sets_randomize_colors_invoke(bContext *C,
int totnode;
Mesh *mesh = ob->data;
int new_seed = BLI_hash_int(PIL_check_seconds_timer_i() & UINT_MAX);
mesh->face_sets_color_seed = new_seed;
mesh->face_sets_color_seed += 1;
if (ss->face_sets) {
const int random_index = clamp_i(
ss->totpoly * BLI_hash_int_01(new_seed), 0, max_ii(0, ss->totpoly - 1));
ss->totpoly * BLI_hash_int_01(mesh->face_sets_color_seed), 0, max_ii(0, ss->totpoly - 1));
mesh->face_sets_color_default = ss->face_sets[random_index];
}
BKE_pbvh_face_sets_color_set(pbvh, new_seed, mesh->face_sets_color_default);
BKE_pbvh_face_sets_color_set(pbvh, mesh->face_sets_color_seed, mesh->face_sets_color_default);
BKE_pbvh_search_gather(pbvh, NULL, NULL, &nodes, &totnode);
for (int i = 0; i < totnode; i++) {

View File

@ -189,15 +189,17 @@ static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim)
* \{ */
/* Returns the Face Set random color for rendering in the overlay given its ID and a color seed. */
#define GOLDEN_RATIO_CONJUGATE 0.618033988749895f
static void face_set_overlay_color_get(const int face_set, const int seed, uchar *r_color)
{
float rgba[4];
const float random_mod_hue = BLI_hash_int_01(abs(face_set) + seed);
float random_mod_hue = GOLDEN_RATIO_CONJUGATE * (abs(face_set) + (seed % 10));
random_mod_hue = random_mod_hue - floorf(random_mod_hue);
const float random_mod_sat = BLI_hash_int_01(abs(face_set) + seed + 1);
const float random_mod_val = BLI_hash_int_01(abs(face_set) + seed + 2);
hsv_to_rgb(random_mod_hue,
0.45f + (random_mod_sat * 0.35f),
1.0f - (random_mod_val * 0.45f),
0.6f + (random_mod_sat * 0.25f),
1.0f - (random_mod_val * 0.35f),
&rgba[0],
&rgba[1],
&rgba[2]);