Sculpt IPMask: Implement smooth and sharpen callbacks

This commit is contained in:
Pablo Dobarro 2021-02-26 00:03:44 +01:00
parent a429f73d2b
commit 817ccc3a99
1 changed files with 41 additions and 2 deletions

View File

@ -396,12 +396,50 @@ static float sculpt_ipmask_vertex_shrink_cb(SculptSession *ss, const int vertex,
return min;
}
/* Smooth/Sharpen vertex callbacks. */
static float sculpt_ipmask_vertex_smooth_cb(SculptSession *ss, const int vertex, const float *current_mask) {
float accum = 0.0f;
int total = 0;
SculptVertexNeighborIter ni;
SCULPT_VERTEX_NEIGHBORS_ITER_BEGIN (ss, vertex, ni) {
accum += current_mask[ni.index];
total++;
}
SCULPT_VERTEX_NEIGHBORS_ITER_END(ni);
return total > 0? accum/total : current_mask[vertex];
}
static float sculpt_ipmask_vertex_sharpen_cb(SculptSession *ss, const int vertex, const float *current_mask) {
float accum = 0.0f;
int total = 0;
float vmask = current_mask[vertex];
SculptVertexNeighborIter ni;
SCULPT_VERTEX_NEIGHBORS_ITER_BEGIN (ss, vertex, ni) {
accum += current_mask[ni.index];
total++;
}
SCULPT_VERTEX_NEIGHBORS_ITER_END(ni);
const float avg = total > 0? accum/total : current_mask[vertex];
const float val = avg - vmask;
float new_mask;
if (vmask > 0.5f) {
new_mask = vmask + 0.01f;
}
else {
new_mask = vmask - 0.01f;
}
new_mask += val / 2.0f;
return clamp_f(new_mask, 0.0f, 1.0f);
}
static float *sculpt_ipmask_step_compute(SculptSession *ss, const float *current_mask) {
const int totvert = SCULPT_vertex_count_get(ss);
float *next_mask = MEM_malloc_arrayN(sizeof (float), totvert, "delta values");
for (int i = 0; i < totvert; i++) {
next_mask[i] = sculpt_ipmask_vertex_grow_cb(ss, i, current_mask);
//next_mask[i] = sculpt_ipmask_vertex_grow_cb(ss, i, current_mask);
next_mask[i] = sculpt_ipmask_vertex_smooth_cb(ss, i, current_mask);
}
return next_mask;
}
@ -410,7 +448,8 @@ static float *sculpt_ipmask_step_compute_backward(SculptSession *ss, const float
const int totvert = SCULPT_vertex_count_get(ss);
float *next_mask = MEM_malloc_arrayN(sizeof (float), totvert, "delta values");
for (int i = 0; i < totvert; i++) {
next_mask[i] = sculpt_ipmask_vertex_shrink_cb(ss, i, current_mask);
//next_mask[i] = sculpt_ipmask_vertex_shrink_cb(ss, i, current_mask);
next_mask[i] = sculpt_ipmask_vertex_sharpen_cb(ss, i, current_mask);
}
return next_mask;
}