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Comparing ray/src/cv/mgflib/readme.txt (file contents):
Revision 1.2 by greg, Sat Jun 25 10:51:36 1994 UTC vs.
Revision 1.5 by greg, Thu Sep 1 09:50:27 1994 UTC

# Line 46 | Line 46 | not QUITE that simple, but close.)
46   There are two ways to support the language, by linking the parser to
47   the program itself, or by linking the parser to a translator program
48   that expresses MGF entities in the native scene description format.
49 < The differences in the two approaches are slight, and we will explain
49 > The differences in the two approaches are slight, and we will mention
50   them following a general explanation of the parser and support library.
51  
52   The Parser
# Line 63 | Line 63 | some of them in the following sections.
63   Initializing the parser is the most important part of writing an MGF
64   program, and it is done through the mg_ehand array and a call to mg_init.
65   The global mg_ehand variable is an array of pointers to entity handler
66 < functions.  The arguments to these functions is always the same, an
66 > functions.  The arguments to these functions are always the same, an
67   argument count and an array of argument pointers (ala main).  The return
68   value for these integer functions is one of the error codes defined in
69   parser.h, or MG_OK if the entity was handled correctly.  You must
# Line 107 | Line 107 | to c_hmaterial.  Then, whenever a material is needed,
107   c_cmaterial variable will be pointing to a structure with all the
108   current settings.  (Note that you would have to also set the color
109   mg_ehand entries to c_hcolor if you intended to support color
110 < materials.)
110 > materials.)  A list of related mg_ehand assignments is given below:
111  
112 +        mg_ehand[MG_E_COLOR] = c_hcolor;
113 +        mg_ehand[MG_E_CMIX] = c_hcolor;
114 +        mg_ehand[MG_E_CSPEC] = c_hcolor;
115 +        mg_ehand[MG_E_CXY] = c_hcolor;
116 +        mg_ehand[MG_E_ED] = c_hmaterial;
117 +        mg_ehand[MG_E_MATERIAL] = c_hmaterial;
118 +        mg_ehand[MG_E_NORMAL] = c_hvertex;
119 +        mg_ehand[MG_E_POINT] = c_hvertex;
120 +        mg_ehand[MG_E_RD] = c_hmaterial;
121 +        mg_ehand[MG_E_RS] = c_hmaterial;
122 +        mg_ehand[MG_E_SIDES] = c_hmaterial;
123 +        mg_ehand[MG_E_TD] = c_hmaterial;
124 +        mg_ehand[MG_E_TS] = c_hmaterial;
125 +        mg_ehand[MG_E_VERTEX] = c_hvertex;
126 +
127   In addition to the three handler functions, context.c contains a
128   few support routines that make life simpler.  For vertices, there
129   is the c_getvertex call, which returns a pointer to a named vertex
# Line 121 | Line 136 | coordinates).  Also, there is a function called c_isgr
136   simply returns 1 or 0 based on whether the passed color structure
137   is close to grey or not.  Finally, there is the c_clearall routine,
138   which clears and frees all context data structures, and is the
139 < principle action of the parser's mg_clear function.
139 > principal action of the parser's mg_clear function.
140  
141   Transform Support
142   =================
# Line 148 | Line 163 | and the current object name list will be kept in the g
163   The number of names is stored in the global obj_nnames variable.  To clear
164   this array (freeing any memory used in the process), call obj_clear.
165  
166 + Loading vs. Translating
167 + =======================
168 + As mentioned in the introduction, the parser may be used either to load
169 + data into a rendering program directly, or to get MGF input for translation
170 + to another file format.  In either case, the procedure is nearly identical.
171 + The only important difference is what you do with the parser data structures
172 + after loading.  For a translator, this is not an issue, but rendering
173 + programs usually need all the memory they can get.  Therefore, once the
174 + input process is complete, you should call the mg_clear function to free
175 + the parser data structures and return to an initialized state (i.e. it
176 + is never necessary to recall the mg_init routine).
177 +
178 + Also, if you use some of the support functions, you should call their
179 + specific clearing functions.  For the transform module, the call is
180 + xf_clear.  For the object support module, the call is obj_clear.  The
181 + context routines use the c_clearall function, but this is actually
182 + called by mg_clear, so calling it again is unnecessary.
183 +
184 + Linking Vertices
185 + ================
186 + Although the MGF language was designed with linking vertices in mind,
187 + there are certain aspects which make this goal more challenging.
188 + Specifically, the ability to redefine values for a previously named
189 + vertex is troublesome for the programmer, since the same vertex can
190 + have different values at different points in the input.  Likewise, the
191 + effect of the transform entity on surfaces rather than vertices means
192 + that the same named vertex can appear in many positions.
193 +
194 + It is not possible to use the parser data structures directly for
195 + linking vertices, but we've taken a couple of steps in the support
196 + routines to make the task of organizing your own data structures a
197 + little easier.  First, there is a clock member in the C_VERTEX
198 + structure that is incremented on each change.  (The same member is
199 + contained in the C_COLOR and C_MATERIAL structures.)  Second, the
200 + current transform (pointed to by xf_context) contains a unique
201 + identifier, xf_context->xid.  This is a long integer that will be
202 + different for each unique transform.  (It is actually a hash key on the
203 + transformation matrix, and there is about 1 chance in 2 billion that
204 + two different matrices will hash to the same value.  Is this a bug?
205 + I guess it depends on how long the programmer lives -- or vice versa.)
206 +
207 + There are two ways to use of this additional information.  One
208 + is to record the vertex clock value along with it's id and the
209 + current xf_context->xid value.  If another vertex comes along with
210 + the same name, but one of these two additional values fails to match,
211 + then it (probably) is a different vertex.  Alternatively, one can reset
212 + the clock member every time a new vertex is stored.  That way, it is
213 + only necessary to check the clock against zero rather than storing this
214 + value along with the vertex name and transform id.  If the name and
215 + transform are the same and the clock is zero, then it's the same vertex
216 + as last time.
217 +
218 + Yet another approach is to ignore the parser structures entirely and
219 + focus on the actual vertex values.  After all, the user is not compelled
220 + to reuse the same vertex names for the same points.  It is just as likely
221 + that the same vertices will appear under different names, so that none
222 + of the above would help to merge them.  The most sure-fire approach to
223 + linking identical vertices is therefore to hash the point and normal
224 + values directly and use the functions in lookup.c to associate them.
225 + You will have to write your own hash function, and we recommend making
226 + one that allows a little slop so that nearly identical points hash to
227 + the same value.
228 +
229   Examples
230   ========
231   Two example translator programs are included with this package.
# Line 176 | Line 254 | At this point, the legal issues related to this parser
254   worked out.  The intent is to offer it free of charge to all those who
255   wish to use it (with no guarantees, of course).  However, we may decide
256   that copyright protections are necessary to prevent unauthorized versions
257 < of the parser that do not properly support the MGF standard from getting
258 < spread around.  Since this is a pre-release, we trust that you will not
259 < share it with anyone without getting our permission first.
257 > of the parser, which do not properly support the MGF standard, from
258 > getting spread around.  Since this is a pre-release, we trust that you
259 > will not share it with anyone without getting our permission first.
260  
261   Questions
262   =========

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