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root/radiance/ray/src/hd/sm_ogl.c
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Comparing ray/src/hd/sm_ogl.c (file contents):
Revision 3.1 by gwlarson, Wed Aug 19 17:45:24 1998 UTC vs.
Revision 3.9 by gwlarson, Wed Nov 11 12:05:39 1998 UTC

# Line 16 | Line 16 | static char SCCSid[] = "$SunId$ SGI";
16   #include <GL/glu.h>
17   #include <glut.h>
18   #endif
19 < #include "object.h"
19 > #include "sm_flag.h"
20 > #include "sm_list.h"
21   #include "sm_geom.h"
22 + #include "sm_qtree.h"
23 + #include "sm_stree.h"
24   #include "sm.h"
25  
26   #ifdef TEST_DRIVER
# Line 27 | Line 30 | MAKE STATIC LATER: ui.c using for now;
30   */
31   char smClean_notify = TRUE;
32   #else
33 < static char smClean_notify = TRUE;
33 > static int smClean_notify = TRUE;
34   #endif
35  
36 < int
37 < mark_active_tris(qtptr,arg)
36 > typedef struct {
37 >        float   dist;           /* average distance */
38 >        BYTE    rgb[3];         /* average color */
39 > } QTRAVG;               /* average quadtree value */
40 >
41 > typedef struct {
42 >        QUADTREE        qt;     /* quadtree node (key & hash value) */
43 >        QTRAVG          av;     /* node average */
44 > } QT_LUENT;             /* lookup table entry */
45 >
46 > static QT_LUENT *qt_htbl = NULL;        /* quadtree cache */
47 > static int      qt_hsiz = 0;            /* quadtree cache size */
48 >
49 >
50 >
51 > mark_active_tris(qtptr,fptr)
52   QUADTREE *qtptr;
53 < char *arg;
53 > int *fptr;
54   {
55 <  OBJECT os[MAXSET+1],*optr;
56 <  int i,t_id;
57 <  SM *sm;
55 >  QUADTREE qt = *qtptr;
56 >  OBJECT *os,*optr;
57 >  register int i,t_id;
58 >  TRI *tri;
59  
60 +  if(!QT_FLAG_FILL_TRI(*fptr))
61 +     (*fptr)++;
62 +  if(QT_IS_EMPTY(qt) || QT_LEAF_IS_FLAG(qt))
63 +    return;
64  
43  sm = (SM *)arg;
44
65    /* For each triangle in the set, set the which flag*/
66 <  if(QT_IS_EMPTY(*qtptr))
47 <  {
48 <      return(FALSE);
49 <  }
50 <  else
51 <  {
52 <    qtgetset(os,*qtptr);
66 >  os = qtqueryset(qt);
67  
68 <    for (i = QT_SET_CNT(os),optr = QT_SET_PTR(os); i > 0; i--)
69 <    {
70 <      t_id = QT_SET_NEXT_ELEM(optr);
71 <      /* Set the render flag */
72 <      if(SM_IS_NTH_T_BASE(sm,t_id))
68 >  for (i = QT_SET_CNT(os), optr = QT_SET_PTR(os); i > 0; i--)
69 >  {
70 >    t_id = QT_SET_NEXT_ELEM(optr);
71 >    /* Set the render flag */
72 >    tri = SM_NTH_TRI(smMesh,t_id);
73 >    if(!T_IS_VALID(tri) || SM_IS_NTH_T_BASE(smMesh,t_id))
74          continue;
75 <      SM_SET_NTH_T_ACTIVE(sm,t_id);
76 <      /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
77 <      SM_SET_NTH_T_LRU(sm,t_id);
78 <    }
75 >    SM_SET_NTH_T_ACTIVE(smMesh,t_id);
76 >    /* Set the Active bits of the Vertices */
77 >    S_SET_FLAG(T_NTH_V(tri,0));
78 >    S_SET_FLAG(T_NTH_V(tri,1));
79 >    S_SET_FLAG(T_NTH_V(tri,2));
80 >
81    }
65  return(TRUE);
82   }
83  
84 + #define mark_active_interior mark_active_tris
85  
86 < smMark_tris_in_frustum(sm,vp)
87 < SM *sm;
71 < VIEW *vp;
86 > mark_tris_in_frustum(view)
87 > VIEW *view;
88   {
89      FVECT nr[4],far[4];
90 <
90 >    FPEQ peq;
91 >    int debug=0;
92      /* Mark triangles in approx. view frustum as being active:set
93         LRU counter: for use in discarding samples when out
94         of space
# Line 79 | Line 96 | VIEW *vp;
96         dev_zmin,dev_zmax to satisfy OGL
97      */
98  
99 <    /* First clear all the triangle active flags */
100 <    smClear_flags(sm,T_ACTIVE_FLAG);
99 >    /* First clear all the quadtree node and triangle active flags */
100 >    qtClearAllFlags();
101 >    smClear_flags(smMesh,T_ACTIVE_FLAG);
102 >    /* Clear all of the active sample flags*/
103 >    sClear_all_flags(SM_SAMP(smMesh));
104  
105 +
106      /* calculate the world space coordinates of the view frustum */
107 <    calculate_view_frustum(vp->vp,vp->hvec,vp->vvec,vp->horiz,vp->vert,
108 <                           dev_zmin,dev_zmax,nr,far);
107 >    calculate_view_frustum(view->vp,view->hvec,view->vvec,view->horiz,
108 >                           view->vert, dev_zmin,dev_zmax,nr,far);
109  
89    /* Project the view frustum onto the spherical quadtree */
90    /* For every cell intersected by the projection of the faces
91       of the frustum: mark all triangles in the cell as ACTIVE-
92       Also set the triangles LRU clock counter
93       */
94    /* Need to do tonemap call */
95    /* Near face triangles */
96    smLocator_apply_func(sm,nr[0],nr[2],nr[3],mark_active_tris,(char *)(sm));
97    smLocator_apply_func(sm,nr[2],nr[0],nr[1],mark_active_tris,(char *)(sm));
98    /* Right face triangles */
99    smLocator_apply_func(sm,nr[0],far[3],far[0],mark_active_tris,(char *)(sm));
100    smLocator_apply_func(sm,far[3],nr[0],nr[3],mark_active_tris,(char *)(sm));
101    /* Left face triangles */
102    smLocator_apply_func(sm,nr[1],far[2],nr[2],mark_active_tris,(char *)(sm));
103    smLocator_apply_func(sm,far[2],nr[1],far[1],mark_active_tris,(char *)(sm));
104    /* Top face triangles */
105    smLocator_apply_func(sm,nr[0],far[0],nr[1],mark_active_tris,(char *)(sm));
106    smLocator_apply_func(sm,nr[1],far[0],far[1],mark_active_tris,(char *)(sm));
107    /* Bottom face triangles */
108    smLocator_apply_func(sm,nr[3],nr[2],far[3],mark_active_tris,(char *)(sm));
109    smLocator_apply_func(sm,nr[2],far[2],far[3],mark_active_tris,(char *)(sm));
110    /* Far face triangles */
111   smLocator_apply_func(sm,far[0],far[2],far[1],mark_active_tris,(char *)(sm));
112   smLocator_apply_func(sm,far[2],far[0],far[3],mark_active_tris,(char *)(sm));
113
110   #ifdef TEST_DRIVER
111      VCOPY(FrustumFar[0],far[0]);
112      VCOPY(FrustumFar[1],far[1]);
# Line 121 | Line 117 | VIEW *vp;
117      VCOPY(FrustumNear[2],nr[2]);
118      VCOPY(FrustumNear[3],nr[3]);
119   #endif
120 +    /* Project the view frustum onto the spherical quadtree */
121 +    /* For every cell intersected by the projection of the faces
122 +
123 +       of the frustum: mark all triangles in the cell as ACTIVE-
124 +       Also set the triangles LRU clock counter
125 +       */
126 +    
127 +    if(EQUAL_VEC3(view->vp,SM_VIEW_CENTER(smMesh)))
128 +    {/* Near face triangles */
129 +
130 +      smLocator_apply_func(smMesh,nr[0],nr[2],nr[3],mark_active_tris,
131 +                         mark_active_interior,NULL);
132 +      smLocator_apply_func(smMesh,nr[2],nr[0],nr[1],mark_active_tris,
133 +                         mark_active_interior,NULL);
134 +      return;
135 +    }
136 +
137 +    /* Test the view against the planes: and swap orientation if inside:*/
138 +    tri_plane_equation(nr[0],nr[2],nr[3], &peq,FALSE);
139 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) < 0.0)
140 +    {/* Near face triangles */
141 +      smLocator_apply_func(smMesh,nr[3],nr[2],nr[0],mark_active_tris,
142 +                           mark_active_interior,NULL);
143 +      smLocator_apply_func(smMesh,nr[1],nr[0],nr[2],mark_active_tris,
144 +                         mark_active_interior,NULL);
145 +    }
146 +    else
147 +    {/* Near face triangles */
148 +      smLocator_apply_func(smMesh,nr[0],nr[2],nr[3],mark_active_tris,
149 +                           mark_active_interior,NULL);
150 +      smLocator_apply_func(smMesh,nr[2],nr[0],nr[1],mark_active_tris,
151 +                         mark_active_interior,NULL);
152 +    }
153 +    tri_plane_equation(nr[0],far[3],far[0], &peq,FALSE);
154 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) < 0.0)
155 +    { /* Right face triangles */
156 +      smLocator_apply_func(smMesh,far[0],far[3],nr[0],mark_active_tris,
157 +                           mark_active_interior,NULL);
158 +      smLocator_apply_func(smMesh,nr[3],nr[0],far[3],mark_active_tris,
159 +                           mark_active_interior,NULL);
160 +    }
161 +    else
162 +    {/* Right face triangles */
163 +      smLocator_apply_func(smMesh,nr[0],far[3],far[0],mark_active_tris,
164 +                           mark_active_interior,NULL);
165 +      smLocator_apply_func(smMesh,far[3],nr[0],nr[3],mark_active_tris,
166 +                           mark_active_interior,NULL);
167 +    }
168 +
169 +    tri_plane_equation(nr[1],far[2],nr[2], &peq,FALSE);
170 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) < 0.0)
171 +    { /* Left face triangles */
172 +      smLocator_apply_func(smMesh,nr[2],far[2],nr[1],mark_active_tris,
173 +                           mark_active_interior,NULL);
174 +      smLocator_apply_func(smMesh,far[1],nr[1],far[2],mark_active_tris,
175 +                           mark_active_interior,NULL);  
176 +    }
177 +    else
178 +    { /* Left face triangles */
179 +      smLocator_apply_func(smMesh,nr[1],far[2],nr[2],mark_active_tris,
180 +                           mark_active_interior,NULL);
181 +      smLocator_apply_func(smMesh,far[2],nr[1],far[1],mark_active_tris,
182 +                   mark_active_interior,NULL);
183 +
184 +    }
185 +    tri_plane_equation(nr[0],far[0],nr[1], &peq,FALSE);
186 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) < 0.0)
187 +    {/* Top face triangles */
188 +      smLocator_apply_func(smMesh,nr[1],far[0],nr[0],mark_active_tris,
189 +                           mark_active_interior,NULL);
190 +      smLocator_apply_func(smMesh,far[1],far[0],nr[1],mark_active_tris,
191 +                           mark_active_interior,NULL);
192 +    }
193 +    else
194 +    {/* Top face triangles */
195 +      smLocator_apply_func(smMesh,nr[0],far[0],nr[1],mark_active_tris,
196 +                           mark_active_interior,NULL);
197 +      smLocator_apply_func(smMesh,nr[1],far[0],far[1],mark_active_tris,
198 +                           mark_active_interior,NULL);
199 +    }
200 +    tri_plane_equation(nr[3],nr[2],far[3], &peq,FALSE);
201 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) < 0.0)
202 +    {/* Bottom face triangles */
203 +      smLocator_apply_func(smMesh,far[3],nr[2],nr[3],mark_active_tris,
204 +                           mark_active_interior,NULL);
205 +      smLocator_apply_func(smMesh,far[3],far[2],nr[2],mark_active_tris,
206 +                           mark_active_interior,NULL);
207 +    }
208 +    else
209 +    { /* Bottom face triangles */
210 +      smLocator_apply_func(smMesh,nr[3],nr[2],far[3],mark_active_tris,
211 +                           mark_active_interior,NULL);
212 +      smLocator_apply_func(smMesh,nr[2],far[2],far[3],mark_active_tris,
213 +                           mark_active_interior,NULL);
214 +    }
215 +     tri_plane_equation(far[2],far[0],far[1], &peq,FALSE);
216 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) < 0.0)
217 +    {/* Far face triangles */
218 +      smLocator_apply_func(smMesh,far[0],far[2],far[1],mark_active_tris,
219 +                           mark_active_interior,NULL);
220 +      smLocator_apply_func(smMesh,far[2],far[0],far[3],mark_active_tris,
221 +                           mark_active_interior,NULL);
222 +    }
223 +    else
224 +    {/* Far face triangles */
225 +      smLocator_apply_func(smMesh,far[1],far[2],far[0],mark_active_tris,
226 +                           mark_active_interior,NULL);
227 +      smLocator_apply_func(smMesh,far[3],far[0],far[2],mark_active_tris,
228 +                           mark_active_interior,NULL);
229 +    }
230 +
231   }
232  
233   /*
# Line 131 | Line 238 | VIEW *vp;
238   */
239   smClean()
240   {
134  /* Mark all triangles in the frustum as active */
135    if(!smMesh || SM_NUM_TRIS(smMesh)==0)
136       return;
137    
138 #ifdef TEST_DRIVER
139    smMark_tris_in_frustum(smMesh,&Current_View);
140 #else
141    smMark_tris_in_frustum(smMesh,&(odev.v));
142 #endif
241      smClean_notify = TRUE;
242   }
243  
244 + int
245 + qtCache_init(nel)               /* initialize for at least nel elements */
246 + int     nel;
247 + {
248 +        static int  hsiztab[] = {
249 +                8191, 16381, 32749, 65521, 131071, 262139, 524287, 1048573, 0
250 +        };
251 +        register int  i;
252  
253 < smRender_tri(sm,i,vp)
253 >        if (nel <= 0) {                 /* call to free table */
254 >                if (qt_hsiz) {
255 >                        free((char *)qt_htbl);
256 >                        qt_htbl = NULL;
257 >                        qt_hsiz = 0;
258 >                }
259 >                return(0);
260 >        }
261 >        nel += nel>>1;                  /* 66% occupancy */
262 >        for (i = 0; hsiztab[i]; i++)
263 >                if (hsiztab[i] > nel)
264 >                        break;
265 >        if (!(qt_hsiz = hsiztab[i]))
266 >                qt_hsiz = nel*2 + 1;            /* not always prime */
267 >        qt_htbl = (QT_LUENT *)calloc(qt_hsiz, sizeof(QT_LUENT));
268 >        if (qt_htbl == NULL)
269 >                qt_hsiz = 0;
270 >        for (i = qt_hsiz; i--; )
271 >                qt_htbl[i].qt = EMPTY;
272 >        return(qt_hsiz);
273 > }
274 >
275 > QT_LUENT *
276 > qtCache_find(qt)                /* find a quadtree table entry */
277 > QUADTREE qt;
278 > {
279 >        int     i, n;
280 >        register int    ndx;
281 >        register QT_LUENT       *le;
282 >
283 >        if (qt_hsiz == 0 && !qtCache_init(1))
284 >                return(NULL);
285 > tryagain:                               /* hash table lookup */
286 >        ndx = (unsigned long)qt % qt_hsiz;
287 >        for (i = 0, n = 1; i < qt_hsiz; i++, n += 2) {
288 >                le = &qt_htbl[ndx];
289 >                if (QT_IS_EMPTY(le->qt) || le->qt == qt)
290 >                        return(le);
291 >                if ((ndx += n) >= qt_hsiz)      /* this happens rarely */
292 >                        ndx = ndx % qt_hsiz;
293 >        }
294 >                                        /* table is full, reallocate */
295 >        le = qt_htbl;
296 >        ndx = qt_hsiz;
297 >        if (!qtCache_init(ndx+1)) {     /* no more memory! */
298 >                qt_htbl = le;
299 >                qt_hsiz = ndx;
300 >                return(NULL);
301 >        }
302 >                                        /* copy old table to new and free */
303 >        while (ndx--)
304 >                if (!QT_IS_EMPTY(le[ndx].qt))
305 >                        copystruct(qtCache_find(le[ndx].qt), &le[ndx]);
306 >        free((char *)le);
307 >        goto tryagain;                  /* should happen only once! */
308 > }
309 >
310 > stCount_level_leaves(lcnt, qt)  /* count quadtree leaf nodes at each level */
311 > int lcnt[];
312 > register QUADTREE qt;
313 > {
314 >  if (QT_IS_EMPTY(qt))
315 >    return;
316 >  if (QT_IS_TREE(qt)) {
317 >    if (!QT_IS_FLAG(qt))        /* not in our frustum */
318 >      return;
319 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0));
320 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1));
321 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2));
322 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3));
323 >  }
324 >  else
325 >    lcnt[0]++;
326 > }
327 >
328 >
329 > QTRAVG *
330 > qtRender_level(qt,v0,v1,v2,sm,lvl)
331 > QUADTREE qt;
332 > FVECT v0,v1,v2;
333   SM *sm;
334 + int lvl;
335 + {
336 +  FVECT a,b,c;
337 +  register QT_LUENT *le;
338 +  QTRAVG *rc[4];
339 +  TRI *tri;
340 +  
341 +  if (QT_IS_EMPTY(qt))                          /* empty leaf node */
342 +    return(NULL);
343 +  if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt))        /* not in our frustum */
344 +    return(NULL);
345 +                                        /* else look up node */
346 +  if ((le = qtCache_find(qt)) == NULL)
347 +    error(SYSTEM, "out of memory in qtRender_level");
348 +  if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0))
349 +  {                                     /* compute children */
350 +    qtSubdivide_tri(v0,v1,v2,a,b,c);
351 +    rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,a,c,sm,lvl-1);
352 +    rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),a,v1,b,sm,lvl-1);
353 +    rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),c,b,v2,sm,lvl-1);
354 +    rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),b,c,a,sm,lvl-1);
355 +  }
356 +  if (QT_IS_EMPTY(le->qt))
357 +  {                                     /* let's make some data! */
358 +    int rgbs[3];
359 +    double distsum;
360 +    register int i, n;
361 +                                        /* average our triangle vertices */
362 +    rgbs[0] = rgbs[1] = rgbs[2] = 0;
363 +    distsum = 0.; n = 0;
364 +    if(QT_IS_TREE(qt))
365 +    {                                   /* from subtree */
366 +      for (i = 4; i--; )
367 +        if (rc[i] != NULL)
368 +        {
369 +          rgbs[0] += rc[i]->rgb[0]; rgbs[1] += rc[i]->rgb[1];
370 +          rgbs[2] += rc[i]->rgb[2]; distsum += rc[i]->dist; n++;
371 +        }
372 +    }
373 +    else
374 +    {                                   /* from triangle set */
375 +      OBJECT *os;
376 +      int s0, s1, s2;
377 +
378 +      os = qtqueryset(qt);
379 +      for (n = os[0]; n; n--)
380 +      {
381 +        if(SM_IS_NTH_T_BASE(sm,os[n]))
382 +           continue;
383 +        tri = SM_NTH_TRI(sm,os[n]);
384 +        if(!T_IS_VALID(tri))
385 +          continue;
386 +        
387 +        s0 = T_NTH_V(tri,0);
388 +        s1 = T_NTH_V(tri,1);
389 +        s2 = T_NTH_V(tri,2);
390 +        VCOPY(a,SM_NTH_WV(sm,s0));
391 +        VCOPY(b,SM_NTH_WV(sm,s1));
392 +        VCOPY(c,SM_NTH_WV(sm,s2));            
393 +        distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
394 +                                : sqrt(dist2(a,SM_VIEW_CENTER(sm)));
395 +        distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
396 +                                : sqrt(dist2(b,SM_VIEW_CENTER(sm)));
397 +        distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax
398 +                                : sqrt(dist2(c,SM_VIEW_CENTER(sm)));
399 +        rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0]
400 +                  + SM_NTH_RGB(sm,s2)[0];
401 +        rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1]
402 +                  + SM_NTH_RGB(sm,s2)[1];
403 +        rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
404 +                  + SM_NTH_RGB(sm,s2)[2];
405 +      }
406 +      n = 3*os[0];
407 +    }
408 +    if (!n)
409 +      return(NULL);
410 +    le->qt = qt;
411 +    le->av.rgb[0] = rgbs[0]/n; le->av.rgb[1] = rgbs[1]/n;
412 +    le->av.rgb[2] = rgbs[2]/n; le->av.dist = distsum/(double)n;
413 +  }
414 +  if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt)))
415 +  {                             /* render this node */
416 +                                        /* compute pseudo vertices */
417 +    VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2);
418 +    normalize(a); normalize(b); normalize(c);
419 +    VSUM(a,SM_VIEW_CENTER(sm),a,le->av.dist);
420 +    VSUM(b,SM_VIEW_CENTER(sm),b,le->av.dist);
421 +    VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist);
422 +                                        /* draw triangle */
423 +    glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]);
424 +    glVertex3d(a[0],a[1],a[2]);
425 +    glVertex3d(b[0],b[1],b[2]);
426 +    glVertex3d(c[0],c[1],c[2]);
427 +
428 +  }
429 +  return(&le->av);
430 + }
431 +
432 +
433 + smRender_stree_level(sm,lvl)
434 + SM *sm;
435 + int lvl;
436 + {
437 +  QUADTREE root;
438 +  int i;
439 +  FVECT t0,t1,t2;
440 +  STREE *st;
441 +
442 +  
443 +  if (lvl < 1)
444 +    return;
445 +  st = SM_LOCATOR(sm);
446 +  glPushAttrib(GL_LIGHTING_BIT);
447 +  glShadeModel(GL_FLAT);
448 +  glBegin(GL_TRIANGLES);
449 +  for(i=0; i < ST_NUM_ROOT_NODES; i++)
450 +  {
451 +    root = ST_NTH_ROOT(st,i);
452 +    qtRender_level(root,ST_NTH_V(st,i,0),ST_NTH_V(st,i,1),ST_NTH_V(st,i,2),
453 +                   sm,lvl-1);
454 +  }
455 +  glEnd();
456 +  glPopAttrib();
457 + }
458 +
459 +
460 + smRender_stree(sm, qual)        /* render some quadtree triangles */
461 + SM *sm;
462 + int qual;
463 + {
464 +  int i, ntarget;
465 +  int lvlcnt[QT_MAX_LEVELS];
466 +
467 +  if (qual <= 0)
468 +    return;
469 +                                /* compute rendering target */
470 +  ntarget = 0;
471 +  SM_FOR_ALL_ACTIVE_TRIS(sm,i)
472 +    ntarget++;
473 +  ntarget = ntarget*qual/100;
474 +  if (!ntarget)
475 +    return;
476 +  for (i = QT_MAX_LEVELS; i--; )
477 +    lvlcnt[i] = 0;
478 +  stCount_level_leaves(lvlcnt, ST_TOP_ROOT(SM_LOCATOR(sm)));
479 +  stCount_level_leaves(lvlcnt, ST_BOTTOM_ROOT(SM_LOCATOR(sm)));  
480 +  for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i])
481 +    if (ntarget < lvlcnt[i+1])
482 +      break;
483 +                                /* compute and render target level */
484 +  smRender_stree_level(sm,i);
485 + }
486 +
487 +
488 + smRender_tri(sm,i,vp,clr)
489 + SM *sm;
490   int i;
491   FVECT vp;
492 + int clr;
493   {
494    TRI *tri;
495    double ptr[3];
496    int j;
497  
498    tri = SM_NTH_TRI(sm,i);
499 <  SM_CLEAR_NTH_T_NEW(sm,i);
500 <  if(smNew_tri_cnt)
159 <     smNew_tri_cnt--;
160 <  /* NOTE:Triangles are defined clockwise:historical relative to spherical
161 <     tris: could change
162 <     */
163 <  for(j=2; j>= 0; j--)
499 >  if (clr) SM_CLR_NTH_T_NEW(sm,i);
500 >  for(j=0; j <= 2; j++)
501    {
502 + #ifdef DEBUG
503 +    if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j)))
504 +      eputs("SmRenderTri(): shouldnt have bg samples\n");
505 + #endif
506      glColor3ub(SM_NTH_RGB(sm,T_NTH_V(tri,j))[0],
507                 SM_NTH_RGB(sm,T_NTH_V(tri,j))[1],
508                 SM_NTH_RGB(sm,T_NTH_V(tri,j))[2]);
# Line 170 | Line 511 | FVECT vp;
511    }
512   }
513  
514 < /* NOTE SEEMS BAD TO PENALIZE POLYGONS INFRONT BY LETTING
174 < ADJACENT TRIANGLES TO BG be BG
175 < */
176 < smRender_bg_tri(sm,i,vp)
514 > smRender_mixed_tri(sm,i,vp,clr)
515   SM *sm;
516   int i;
517   FVECT vp;
518 + int clr;
519   {
520    TRI *tri;
521 <  FVECT p;
521 >  double p[3],d;
522    int j,ids[3],cnt;
523 <  BYTE rgb[3];
523 >  int rgb[3];
524  
525    tri = SM_NTH_TRI(sm,i);
526 <  SM_CLEAR_NTH_T_NEW(sm,i);
527 <  if(smNew_tri_cnt)
189 <     smNew_tri_cnt--;
526 >  if (clr) SM_CLR_NTH_T_NEW(sm,i);
527 >
528    /* NOTE:Triangles are defined clockwise:historical relative to spherical
529       tris: could change
530       */
531    cnt = 0;
532 +  d = 0.0;
533    rgb[0] = rgb[1] = rgb[2] = 0;
534 <  for(j=0;j<3;j++)
534 >  for(j=0;j < 3;j++)
535    {
536 <    ids[j] = T_NTH_V(tri,j);
537 <    if(SM_BG_SAMPLE(sm,ids[j]))
538 <    {
539 <      rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
540 <      rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
541 <      rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
542 <      cnt++;
543 <    }
536 >      ids[j] = T_NTH_V(tri,j);
537 >      if(!SM_BG_SAMPLE(sm,ids[j]))
538 >      {
539 >          rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
540 >          rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
541 >          rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
542 >          cnt++;
543 >          d += DIST(vp,SM_NTH_WV(sm,ids[j]));
544 >      }
545    }
546 <  if(cnt)
546 >  if(cnt > 1)
547    {
548      rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
549 +    d /= (double)cnt;
550    }
551 <  for(j=2; j>= 0; j--)
551 >  for(j=0; j <= 2; j++)
552    {
553      if(SM_BG_SAMPLE(sm,ids[j]))
554 <      glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
555 <                 SM_NTH_RGB(sm,ids[j])[2]);
554 >    {
555 >        glColor3ub(rgb[0],rgb[1],rgb[2]);
556 >        VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
557 >        p[0] *= d;
558 >        p[1] *= d;
559 >        p[2] *= d;
560 >        VADD(p,p,SM_VIEW_CENTER(sm));
561 >    }
562      else
563 <      glColor3ub(rgb[0],rgb[1],rgb[2]);
564 <    VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
565 <    VADD(p,p,vp);
563 >    {
564 >        glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
565 >                   SM_NTH_RGB(sm,ids[j])[2]);
566 >        VCOPY(p,SM_NTH_WV(sm,ids[j]));
567 >    }
568      glVertex3d(p[0],p[1],p[2]);
569 +   }
570 + }
571 +
572 + smRender_bg_tri(sm,i,vp,d,clr)
573 + SM *sm;
574 + int i;
575 + FVECT vp;
576 + double d;
577 + int clr;
578 + {
579 +  double p[3];
580 +  int j,id;
581 +  TRI *tri;
582 +  
583 +  tri = SM_NTH_TRI(sm,i);
584 +  if (clr) SM_CLR_NTH_T_NEW(sm,i);
585 +
586 +  /* NOTE:Triangles are defined clockwise:historical relative to spherical
587 +     tris: could change
588 +     */
589 +  for(j=0; j <= 2; j++)
590 +  {
591 +      id = T_NTH_V(tri,j);
592 +      glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1],
593 +                 SM_NTH_RGB(sm,id)[2]);
594 +      VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm));
595 +      if(dev_zmin >= 0.99)
596 +       {
597 +           p[0] *= d;
598 +           p[1] *= d;
599 +           p[2] *= d;
600 +       }
601 +      VADD(p,p,vp);
602 +      glVertex3d(p[0],p[1],p[2]);
603    }
604   }
605  
606 < smRender_mesh(sm,vp)
606 > smRender_mesh(sm,vp,clr)
607   SM *sm;
608   FVECT vp;
609 + int clr;
610   {
611    int i;
612    TRI *tri;
613 <  double ptr[3];
613 >  double ptr[3],d;
614    int j;
615  
616 +  d = (dev_zmin+dev_zmax)/2.0;
617    glPushAttrib(GL_DEPTH_BUFFER_BIT);
618    
619    /* First draw background polygons */
620    glDisable(GL_DEPTH_TEST);
621    glBegin(GL_TRIANGLES);
622    SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i)
623 <    smRender_bg_tri(sm,i,vp);
623 >     smRender_bg_tri(sm,i,vp,d,clr);
624    glEnd();
240  
625    glEnable(GL_DEPTH_TEST);
626    glBegin(GL_TRIANGLES);
627    SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i)
628 <    smRender_tri(sm,i,vp);
628 >  {
629 >      if(!SM_MIXED_TRI(sm,i))
630 >        smRender_tri(sm,i,vp,clr);
631 >   else
632 >        smRender_mixed_tri(sm,i,vp,clr);
633 >  }
634    glEnd();
635  
636    glPopAttrib();
637   }
638 +
639   smRender_tri_edges(sm,i)
640   SM *sm;
641   int i;
# Line 257 | Line 647 | int i;
647  
648    tri = SM_NTH_TRI(sm,i);
649  
650 <  /* Triangles are defined clockwise:historical relative to spherical
261 <     tris: could change
262 <     */
263 <  for(j=2; j >=0; j--)
650 >  for(j=0; j <= 2; j++)
651    {
652      VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,j)));
653      glVertex3d(ptr[0],ptr[1],ptr[2]);
# Line 284 | Line 671 | compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
671    return(0);
672   }
673  
674 < smDepth_sort_tris(sm,vp,td)
674 > LIST
675 > *smDepth_sort_tris(sm,vp,td)
676   SM *sm;
677 < VIEW *vp;
677 > FVECT vp;
678   T_DEPTH *td;
679   {
680 <  int i,j,t_id;
680 >  int i,j,t_id,v;
681    TRI *tri;
682 <  double d[3];
682 >  double d,min_d;
683 >  LIST *tlist=NULL;
684  
685    i = 0;
686    SM_FOR_ALL_NEW_TRIS(sm,t_id)
687    {
688 <    if(i >= smNew_tri_cnt)
688 >    if(SM_BG_TRI(sm,t_id))
689      {
690 < #ifdef DEBUG
691 <        eputs("smDepth_sort_tris(): more new tris then counted\n");
303 < #endif
304 <        break;
690 >        tlist = push_data(tlist,t_id);
691 >        continue;
692      }
693      tri = SM_NTH_TRI(sm,t_id);
694 + #ifdef DEBUG
695 +    if(i >= smNew_tri_cnt)
696 +    {
697 +      eputs("smDepth_sort_tris():More tris than reported by smNew_tri_cnt\n");
698 +      break;
699 +    }
700 + #endif
701      td[i].tri = t_id;
702 +    min_d = -1;
703      for(j=0;j < 3;j++)
704 <      d[j] = DIST(vp->vp,SM_T_NTH_WV(sm,tri,j));
705 <    td[i].depth = MIN_VEC3(d);
704 >    {
705 >        v = T_NTH_V(tri,j);
706 >        if(!SM_BG_SAMPLE(sm,v))
707 >        {
708 >            d = DIST(vp,SM_NTH_WV(sm,v));
709 >            if(min_d == -1 || d < min_d)
710 >               min_d = d;
711 >        }
712 >    }
713 >    td[i].depth = min_d;
714      i++;
715    }
716 <  qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths);
716 >  td[i].tri = -1;
717 >  if(i)
718 >     qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths);
719 >  return(tlist);
720   }
721  
722  
723 < smUpdate_Rendered_mesh(sm,vp)
723 > smUpdate_Rendered_mesh(sm,vp,clr)
724   SM *sm;
725 < VIEW *vp;
725 > FVECT vp;
726 > int clr;
727   {
728    static T_DEPTH *td= NULL;
729    static int tsize = 0;
730    int i;
731    GLint depth_test;
732 <
732 >  double d;
733 >  LIST *bglist;
734    /* For all of the NEW triangles (since last update): assume
735       ACTIVE. Go through and sort on depth value (from vp). Turn
736       Depth Buffer test off and render back-front
# Line 331 | Line 739 | VIEW *vp;
739    if(smNew_tri_cnt > tsize)
740    {
741      if(td)
742 <      free(td);
742 >      free((char *)td);
743      td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH));
744      tsize = smNew_tri_cnt;
745    }
# Line 339 | Line 747 | VIEW *vp;
747    {
748      error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n");
749    }
750 <  smDepth_sort_tris(sm,vp,td);
750 >  bglist = smDepth_sort_tris(sm,vp,td);
751  
752 <  /* Turn Depth Test off */
752 >  /* Turn Depth Test off -- using Painter's algorithm */
753    glPushAttrib(GL_DEPTH_BUFFER_BIT);
754 <  glDepthFunc(GL_ALWAYS);          /* Turn off Depth-painter's algorithm */
755 <
754 >  glDepthFunc(GL_ALWAYS);
755 >  d = (dev_zmin+dev_zmax)/2.0;
756    /* Now render back-to front */
757    /* First render bg triangles */
350  glDisable(GL_DEPTH_TEST);
758    glBegin(GL_TRIANGLES);
759 <  for(i=0; i< smNew_tri_cnt; i++)
760 <    if(SM_BG_TRI(sm,td[i].tri))
354 <      smRender_bg_tri(sm,td[i].tri,vp);
759 >  while(bglist)
760 >     smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr);
761    glEnd();
762  
763 <  glEnable(GL_DEPTH_TEST);
763 >
764    glBegin(GL_TRIANGLES);
765 <  for(i=0; i< smNew_tri_cnt; i++)
766 <    if(!SM_BG_TRI(sm,td[i].tri))
767 <      smRender_tri(sm,td[i].tri,vp);
765 >  i=0;
766 >  while(td[i].tri != -1)
767 >     if(!SM_MIXED_TRI(sm,td[i].tri))
768 >        smRender_tri(sm,td[i++].tri,vp,clr);
769 >     else
770 >        smRender_mixed_tri(sm,td[i++].tri,vp,clr);
771    glEnd();
772  
773    /* Restore Depth Test */
# Line 366 | Line 775 | VIEW *vp;
775   }
776  
777   /*
778 < * smUpdate(vp, qua)    : update OpenGL output geometry for view vp
779 < * VIEW *vp;            : desired view
778 > * smUpdate(view, qua)  : update OpenGL output geometry for view vp
779 > * VIEW *view;          : desired view
780   * int  qual;           : quality level (percentage on linear time scale)
781   *
782   * Draw new geometric representation using OpenGL calls.  Assume that the
783   * view has already been set up and the correct frame buffer has been
784   * selected for drawing.  The quality level is on a linear scale, where 100%
785   * is full (final) quality.  It is not necessary to redraw geometry that has
786 < * been output since the last call to smClean().
786 > * been output since the last call to smClean().  (The last view drawn will
787 > * be view==&odev.v each time.)
788   */
789 < smUpdate(vp,qual)
790 <   VIEW *vp;
789 > smUpdate(view,qual)
790 >   VIEW *view;
791     int qual;
792   {
793    double d;
794 +  int last_update;
795    int t;
796 < #ifdef TEST_DRIVER  
386 <  Current_View = (*vp);
387 < #endif
796 >
797    /* If view has moved beyond epsilon from canonical: must rebuild -
798       epsilon is calculated as running avg of distance of sample points
799 <     from canonical view: m = 1/(SUM1/r): some fraction of this
799 >     from canonical view: m = 1/(AVG(1/r)): some fraction of this
800     */
801 <  d = DIST(vp->vp,SM_VIEW_CENTER(smMesh));
801 >
802 >  if(!smMesh)
803 >    return;
804 >  d = DIST(view->vp,SM_VIEW_CENTER(smMesh));
805    if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
806    {
395      smNew_tri_cnt = 0;
807        /* Re-build the mesh */
808 <      smRebuild_mesh(smMesh,vp);
808 > #ifdef TEST_DRIVER
809 >    odev.v = *view;
810 > #endif  
811 >      mark_tris_in_frustum(view);
812 >      smRebuild_mesh(smMesh,view);
813    }
814 <  /* Check if should draw ALL triangles in current frustum */
815 <  if(smClean_notify || (smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT))
814 >  /* This is our final update iff qual==100 and view==&odev.v */
815 >  last_update = qual>=100 && view==&(odev.v);
816 >  /* Check if we should draw ALL triangles in current frustum */
817 >  if(smClean_notify || smNew_tri_cnt > SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT)
818    {
819   #ifdef TEST_DRIVER
820      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
821   #else
822 <    tmClearHisto();
823 <    tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
824 <    if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
825 <       return;
826 <    if(tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
827 <                   SM_NUM_SAMP(smMesh))!=TM_E_OK)
828 <       return;
822 >    if ( SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh))
823 >    {
824 >       tmClearHisto();
825 >       tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
826 >       if(tmComputeMapping(0.,0.,0.) != TM_E_OK ||
827 >                   tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
828 >                                SM_NUM_SAMP(smMesh)) != TM_E_OK)
829 >            return;
830 >    }
831   #endif
832 <    smRender_mesh(smMesh,vp->vp);
833 <    smClean_notify = FALSE;
832 >    mark_tris_in_frustum(view);
833 >    if (qual <= 75)
834 >        smRender_stree(smMesh,qual);
835 >    else
836 >        smRender_mesh(smMesh,view->vp,last_update);
837   #ifdef TEST_DRIVER
838      glFlush();
839      glutSwapBuffers();
# Line 419 | Line 841 | smUpdate(vp,qual)
841    }
842    /* Do an incremental update instead */
843    else
844 <  {  
845 <    if(!smNew_tri_cnt)
844 >  {
845 >      if(!smNew_tri_cnt)
846        return;
847   #ifdef TEST_DRIVER
848      glDrawBuffer(GL_FRONT);
# Line 437 | Line 859 | smUpdate(vp,qual)
859                     SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK)
860            return;
861   #endif    
862 <    smUpdate_Rendered_mesh(smMesh,vp);
862 >    smUpdate_Rendered_mesh(smMesh,view->vp,last_update);
863      
864   #ifdef TEST_DRIVER
865      glDrawBuffer(GL_BACK);
866   #endif
867    }
868 +
869    SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh);
447 }
870  
871 <    /* LATER:If quality < 100 should draw approximation because it indicates
872 <       the user is moving
873 <       */
871 >  if (last_update)
872 >  {
873 >    smClean_notify = FALSE;
874 >    smNew_tri_cnt = 0;
875 >    smClear_flags(smMesh,T_NEW_FLAG);
876 >    qtCache_init(0);
877 >  }
878  
879 <
879 > }

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