--- ray/src/hd/rhd_glx.c 1998/08/19 17:45:58 3.19 +++ ray/src/hd/rhd_glx.c 1998/08/27 19:33:05 3.23 @@ -74,7 +74,9 @@ static char SCCSid[] = "$SunId$ SGI"; struct driver odev; /* global device driver structure */ +#ifdef STEREO static VIEW vwright; /* right eye view */ +#endif static int rayqleft = 0; /* rays left to queue before flush */ @@ -124,7 +126,7 @@ char *id; XSizeHints oursizhints; /* check for unsupported stereo */ #ifdef NOSTEREO - error(USER, "stereo display driver unavailable"); + error(INTERNAL, "stereo display driver unavailable"); #endif /* open display server */ ourdisplay = XOpenDisplay(NULL); @@ -216,6 +218,7 @@ char *id; pheight *= 2.; setstereobuf(STEREO_BUFFER_LEFT); #endif + checkglerr("setting rendering parameters"); copystruct(&odev.v, &stdview); odev.v.type = VT_PER; /* map the window */ @@ -273,7 +276,8 @@ register VIEW *nv; return(0); } if (nv != &odev.v) { - if (!FEQ(nv->horiz,odev.v.horiz) || /* resize window? */ + /* resize window? */ + if (!FEQ(nv->horiz,odev.v.horiz) || !FEQ(nv->vert,odev.v.vert)) { int dw = DisplayWidth(ourdisplay,ourscreen); int dh = DisplayHeight(ourdisplay,ourscreen); @@ -299,14 +303,12 @@ register VIEW *nv; dev_input(); /* get resize event */ } copystruct(&odev.v, nv); /* setview() already called */ - setglpersp(&odev.v); #ifdef STEREO copystruct(&vwright, nv); d = eyesepdist / sqrt(nv->hn2); VSUM(vwright.vp, nv->vp, nv->hvec, d); /* setview(&vwright); -- Unnecessary */ #endif - checkglerr("setting view"); } wipeclean(); return(1); @@ -368,8 +370,7 @@ FVECT d, p; return; } #endif - smNewSamp(c, d, p); /* add to display representation */ - if (p != NULL) { + if (p != NULL) { /* add depth to our range */ depth = (p[0] - odev.v.vp[0])*d[0] + (p[1] - odev.v.vp[1])*d[1] + (p[2] - odev.v.vp[2])*d[2]; @@ -380,6 +381,7 @@ FVECT d, p; maxdpth = depth; } } + smNewSamp(c, d, p); /* add to display representation */ if (!--rayqleft) dev_flush(); /* flush output */ } @@ -388,22 +390,22 @@ FVECT d, p; int dev_flush() /* flush output */ { + if (mapped) { #ifdef STEREO - pushright(); /* update right eye */ - glClear(GL_DEPTH_BUFFER_BIT); - smUpdate(&vwright, 100); + pushright(); /* update right eye */ + smUpdate(&vwright, 100); #ifdef DOBJ - dobj_render(); /* usually in foreground */ + dobj_render(); /* usually in foreground */ #endif - popright(); /* update left eye */ - glClear(GL_DEPTH_BUFFER_BIT); + popright(); /* update left eye */ #endif - smUpdate(&odev.v, 100); + smUpdate(&odev.v, 100); + checkglerr("rendering mesh"); #ifdef DOBJ - dobj_render(); + dobj_render(); #endif - glFlush(); /* flush OGL */ - checkglerr("flushing display"); + glFlush(); /* flush OGL */ + } rayqleft = RAYQLEN; /* flush X11 and return # pending */ return(odev.inpready = XPending(ourdisplay)); @@ -434,6 +436,7 @@ pushright() /* push on right view */ glPushMatrix(); d = -eyesepdist / sqrt(odev.v.hn2); glTranslated(d*odev.v.hvec[0], d*odev.v.hvec[1], d*odev.v.hvec[2]); + checkglerr("setting right view"); } @@ -502,16 +505,17 @@ register FVECT wp[2]; static -draw_grids() /* draw holodeck section grids */ +draw_grids(fore) /* draw holodeck section grids */ +int fore; { - static BYTE gridrgba[4] = {0x0, 0xff, 0xff, 0x00}; - - if (!mapped) - return; - glColor4ub(gridrgba[0], gridrgba[1], gridrgba[2], gridrgba[3]); + if (fore) + glColor4ub(0, 255, 255, 0); + else + glColor4ub(0, 0, 0, 0); glBegin(GL_LINES); /* draw each grid line */ gridlines(draw3dline); glEnd(); + checkglerr("drawing grid lines"); } @@ -525,30 +529,29 @@ int dx, dy, mov, orb; register int li; /* start with old view */ copystruct(&nv, &odev.v); - /* change view direction */ + /* orient our motion */ if (viewray(v1, odir, &odev.v, (dx+.5)/odev.hres, (dy+.5)/odev.vres) < -FTINY) return(0); /* outside view */ - if (mov | orb) { + if (mov | orb) { /* moving relative to geometry */ #ifdef DOBJ - d = dobj_trace(v1, odir); /* check objects */ - /* is holodeck in front? */ - if ((li = smFindSamp(v1, odir)) >= 0 && - (rsL.wp[li][0] - nv.vp[0])*odir[0] + - (rsL.wp[li][1] - nv.vp[1])*odir[1] + - (rsL.wp[li][2] - nv.vp[2])*odir[2] < d) + d = dobj_trace(NULL, v1, odir); /* check objects */ + /* check holodeck */ + if ((li = smFindSamp(v1, odir)) >= 0) { VCOPY(wip, rsL.wp[li]); - else if (d < .99*FHUGE) /* object is closer */ - VSUM(wip, nv.vp, odir, d); - else /* nothing visible */ - return(0); + if (d < .99*FHUGE && d*d <= dist2(v1, wip)) + li = -1; /* object is closer */ + } else if (d >= .99*FHUGE) + return(0); /* nothing visible */ + if (li < 0) + VSUM(wip, v1, odir, d); /* else get object point */ #else if ((li = smFindSamp(v1, odir)) < 0) return(0); /* not on window */ VCOPY(wip, rsL.wp[li]); #endif - VSUM(odir, wip, nv.vp, -1.); - } else + VSUM(odir, wip, odev.v.vp, -1.); + } else /* panning with constant viewpoint */ VCOPY(nv.vdir, odir); if (orb && mov) { /* orbit left/right */ spinvector(odir, odir, nv.vup, d=MOVDEG*PI/180.*mov); @@ -567,7 +570,7 @@ int dx, dy, mov, orb; } if (!mov ^ !orb && headlocked) { /* restore head height */ VSUM(v1, odev.v.vp, nv.vp, -1.); - d = DOT(v1, odev.v.vup); + d = DOT(v1, nv.vup); VSUM(nv.vp, nv.vp, odev.v.vup, d); } if (setview(&nv) != NULL) @@ -591,40 +594,43 @@ XButtonPressedEvent *ebut; int rootx, rooty, wx, wy; unsigned int statemask; - XNoOp(ourdisplay); + XNoOp(ourdisplay); /* makes sure we're not idle */ lasttime = time(0); nframes = 0; while (!XCheckMaskEvent(ourdisplay, ButtonReleaseMask, levptr(XEvent))) { - + /* get cursor position */ if (!XQueryPointer(ourdisplay, gwind, &rootw, &childw, &rootx, &rooty, &wx, &wy, &statemask)) break; /* on another screen */ + draw_grids(0); /* clear old grid lines */ +#ifdef STEREO + pushright(); draw_grids(0); popright(); +#endif + /* compute view motion */ if (!moveview(wx, odev.vres-1-wy, movdir, movorb)) { sleep(1); lasttime++; - continue; + continue; /* cursor in bad place */ } + draw_grids(1); /* redraw grid */ #ifdef STEREO pushright(); - glClear(GL_COLOR_BUFFER_BIT); - draw_grids(); + draw_grids(1); smUpdate(&vwright, qlevel); #ifdef DOBJ dobj_render(); #endif popright(); #endif - glClear(GL_COLOR_BUFFER_BIT); - draw_grids(); + /* redraw mesh */ smUpdate(&odev.v, qlevel); #ifdef DOBJ - dobj_render(); + dobj_render(); /* redraw object */ #endif glFlush(); - checkglerr("moving view"); - nframes++; + nframes++; /* figure out good quality level */ thistime = time(0); if (thistime - lasttime >= 3 || nframes > (int)(3*3*TARGETFPS)) { @@ -689,19 +695,22 @@ register VIEW *vp; odev.v.vp[1] + odev.v.vdir[1], odev.v.vp[2] + odev.v.vdir[2], odev.v.vup[0], odev.v.vup[1], odev.v.vup[2]); + checkglerr("setting perspective view"); } static wipeclean() /* prepare for redraw */ { + /* clear depth buffer */ #ifdef STEREO setstereobuf(STEREO_BUFFER_RIGHT); glClear(GL_DEPTH_BUFFER_BIT); setstereobuf(STEREO_BUFFER_LEFT); #endif glClear(GL_DEPTH_BUFFER_BIT); - smClean(); + smClean(); /* reset drawing routines */ + setglpersp(&odev.v); /* reset view & clipping planes */ } @@ -741,13 +750,14 @@ register XKeyPressedEvent *ekey; case CTRL('L'): /* refresh from server */ if (inpresflags & DFL(DC_REDRAW)) return; + setglpersp(&odev.v); /* reset clipping planes */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glDisable(GL_DEPTH_TEST); - draw_grids(); + glDisable(GL_DEPTH_TEST); /* so grids will clear */ + draw_grids(1); #ifdef STEREO pushright(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - draw_grids(); + draw_grids(1); popright(); #endif glEnable(GL_DEPTH_TEST);