6 |
|
|
7 |
|
/* |
8 |
|
* sm_ogl.c |
9 |
+ |
* |
10 |
+ |
* Rendering routines for triangle mesh representation utilizing OpenGL |
11 |
|
*/ |
12 |
|
#include "standard.h" |
13 |
|
|
14 |
|
#include <GL/gl.h> |
15 |
|
|
14 |
– |
#ifdef TEST_DRIVER |
15 |
– |
#include <gl/device.h> |
16 |
– |
#include <GL/glu.h> |
17 |
– |
#include <glut.h> |
18 |
– |
#endif |
16 |
|
#include "sm_flag.h" |
17 |
|
#include "sm_list.h" |
18 |
|
#include "sm_geom.h" |
20 |
|
#include "sm_stree.h" |
21 |
|
#include "sm.h" |
22 |
|
|
23 |
< |
#ifdef TEST_DRIVER |
24 |
< |
#include "sm_draw.h" |
25 |
< |
/*static char smClean_notify = TRUE; |
26 |
< |
MAKE STATIC LATER: ui.c using for now; |
27 |
< |
*/ |
28 |
< |
char smClean_notify = TRUE; |
29 |
< |
#else |
30 |
< |
static int smClean_notify = TRUE; |
31 |
< |
#endif |
23 |
> |
static int smClean_notify = TRUE; /*If true:Do full redraw on next update*/ |
24 |
> |
static int smCompute_mapping = TRUE;/*If true:re-tonemap on next update */ |
25 |
> |
static int smIncremental = FALSE; /*If true: there has been incremental |
26 |
> |
rendering since last full draw */ |
27 |
> |
#define SM_RENDER_FG 0 /* Render foreground tris only*/ |
28 |
> |
#define SM_RENDER_BG 1 /* Render background tris only */ |
29 |
> |
#define SM_RENDER_MIXED 4 /* Render mixed tris only */ |
30 |
> |
#define SM_RENDER_CULL 8 /* Perform view frustum culling */ |
31 |
> |
#define BASE 1 |
32 |
> |
#define DIR 2 |
33 |
> |
/* FOR DISPLAY LIST RENDERING: **********************************************/ |
34 |
> |
#define SM_DL_LEVELS 2 /* # of levels down to create display lists */ |
35 |
> |
#define SM_DL_LISTS 42 /* # of qtree nodes in tree at above level: |
36 |
> |
should be 2*(4^(SM_DL_LEVELS+1)-1)/(4-1) */ |
37 |
> |
static GLuint Display_lists[SM_DL_LISTS][2] = {0}; |
38 |
> |
/****************************************************************************/ |
39 |
|
|
40 |
+ |
/* FOR APPROXIMATION RENDERING **********************************************/ |
41 |
|
typedef struct { |
42 |
|
float dist; /* average distance */ |
43 |
|
BYTE rgb[3]; /* average color */ |
50 |
|
|
51 |
|
static QT_LUENT *qt_htbl = NULL; /* quadtree cache */ |
52 |
|
static int qt_hsiz = 0; /* quadtree cache size */ |
53 |
+ |
/****************************************************************************/ |
54 |
|
|
55 |
+ |
/* For DEPTH SORTING ********************************************************/ |
56 |
+ |
typedef struct _T_DEPTH { |
57 |
+ |
int tri; |
58 |
+ |
double depth; |
59 |
+ |
}T_DEPTH; |
60 |
+ |
/**********************************************************************/ |
61 |
|
|
62 |
+ |
|
63 |
|
/* |
64 |
< |
* smClean() : display has been wiped clean |
65 |
< |
* |
64 |
> |
* smClean(tmflag) : display has been wiped clean |
65 |
> |
* int tmflag; |
66 |
|
* Called after display has been effectively cleared, meaning that all |
67 |
|
* geometry must be resent down the pipeline in the next call to smUpdate(). |
68 |
+ |
* If tmflag is set, tone-mapping should be performed |
69 |
|
*/ |
70 |
< |
smClean() |
70 |
> |
smClean(tmflag) |
71 |
> |
int tmflag; |
72 |
|
{ |
73 |
|
smClean_notify = TRUE; |
74 |
+ |
if(tmflag) |
75 |
+ |
smCompute_mapping = TRUE; |
76 |
|
} |
77 |
|
|
78 |
|
int |
267 |
|
} |
268 |
|
|
269 |
|
|
270 |
< |
smRender_stree_level(sm,lvl) |
270 |
> |
smRender_approx_stree_level(sm,lvl) |
271 |
|
SM *sm; |
272 |
|
int lvl; |
273 |
|
{ |
293 |
|
glPopAttrib(); |
294 |
|
} |
295 |
|
|
296 |
< |
|
297 |
< |
smRender_stree(sm, qual) /* render some quadtree triangles */ |
296 |
> |
/* |
297 |
> |
* smRender_approx(sm,qual,view) |
298 |
> |
* SM *sm; : mesh |
299 |
> |
* int qual; : quality level |
300 |
> |
* VIEW *view; : current view |
301 |
> |
* |
302 |
> |
* Renders an approximation to the current mesh based on the quadtree |
303 |
> |
* subdivision. The quadtree is traversed to a level (based upon the quality: |
304 |
> |
* the lower the quality, the fewer levels visited, and the coarser, and |
305 |
> |
* faster, the approximation). The quadtree triangles are drawn relative to |
306 |
> |
* the current viewpoint, with a depth and color averaged from all of the |
307 |
> |
* triangles that lie beneath the node. |
308 |
> |
*/ |
309 |
> |
smRender_approx(sm, qual,view) |
310 |
|
SM *sm; |
311 |
|
int qual; |
312 |
+ |
VIEW *view; |
313 |
|
{ |
314 |
< |
int i, ntarget; |
314 |
> |
int i, n,ntarget; |
315 |
|
int lvlcnt[QT_MAX_LEVELS]; |
316 |
|
STREE *st; |
317 |
+ |
int4 *active_flag; |
318 |
|
|
319 |
|
if (qual <= 0) |
320 |
|
return; |
321 |
+ |
smCull(sm,view,SM_ALL_LEVELS); |
322 |
|
/* compute rendering target */ |
323 |
|
ntarget = 0; |
324 |
< |
SM_FOR_ALL_ACTIVE_TRIS(sm,i) |
325 |
< |
ntarget++; |
326 |
< |
ntarget = ntarget*qual/100; |
324 |
> |
|
325 |
> |
active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); |
326 |
> |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
327 |
> |
if(active_flag[n]) |
328 |
> |
for(i=0; i < 32; i++) |
329 |
> |
if(active_flag[n] & (1L << i)) |
330 |
> |
ntarget++; |
331 |
> |
|
332 |
> |
ntarget = ntarget*qual/MAXQUALITY; |
333 |
|
if (!ntarget) |
334 |
|
return; |
335 |
|
for (i = QT_MAX_LEVELS; i--; ) |
343 |
|
if (ntarget < lvlcnt[i+1]) |
344 |
|
break; |
345 |
|
/* compute and render target level */ |
346 |
< |
smRender_stree_level(sm,i); |
346 |
> |
smRender_approx_stree_level(sm,i); |
347 |
|
} |
348 |
|
|
349 |
+ |
#define render_tri(v0,v1,v2,rgb0,rgb1,rgb2) \ |
350 |
+ |
{glColor3ub(rgb0[0],rgb0[1],rgb0[2]); glVertex3fv(v0); \ |
351 |
+ |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); glVertex3fv(v1); \ |
352 |
+ |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); glVertex3fv(v2);} |
353 |
|
|
354 |
< |
smRender_tri(sm,i,vp,clr) |
354 |
> |
|
355 |
> |
render_bg_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,d) |
356 |
> |
float v0[3],v1[3],v2[3]; |
357 |
> |
BYTE rgb0[3],rgb1[3],rgb2[3]; |
358 |
> |
FVECT vp,vc; |
359 |
> |
double d; |
360 |
> |
{ |
361 |
> |
double p[3]; |
362 |
> |
|
363 |
> |
glColor3ub(rgb0[0],rgb0[1],rgb0[2]); |
364 |
> |
VSUB(p,v0,vc); |
365 |
> |
if(dev_zmin >= 0.99) |
366 |
> |
{ |
367 |
> |
p[0] *= d; |
368 |
> |
p[1] *= d; |
369 |
> |
p[2] *= d; |
370 |
> |
} |
371 |
> |
VADD(p,p,vp); |
372 |
> |
glVertex3dv(p); |
373 |
> |
|
374 |
> |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); |
375 |
> |
VSUB(p,v1,vc); |
376 |
> |
if(dev_zmin >= 0.99) |
377 |
> |
{ |
378 |
> |
p[0] *= d; |
379 |
> |
p[1] *= d; |
380 |
> |
p[2] *= d; |
381 |
> |
} |
382 |
> |
VADD(p,p,vp); |
383 |
> |
glVertex3dv(p); |
384 |
> |
|
385 |
> |
|
386 |
> |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); |
387 |
> |
VSUB(p,v2,vc); |
388 |
> |
if(dev_zmin >= 0.99) |
389 |
> |
{ |
390 |
> |
p[0] *= d; |
391 |
> |
p[1] *= d; |
392 |
> |
p[2] *= d; |
393 |
> |
VADD(p,p,vp); |
394 |
> |
glVertex3dv(p); |
395 |
> |
} |
396 |
> |
} |
397 |
> |
|
398 |
> |
|
399 |
> |
/* |
400 |
> |
* render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,b0,b1,b2) |
401 |
> |
* float v0[3],v1[3],v2[3]; : triangle vertex coordinates |
402 |
> |
* BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs |
403 |
> |
* int b0,b1,b2; : background or base vertex flag |
404 |
> |
* |
405 |
> |
* render foreground or base vertex color as average of the background |
406 |
> |
* vertex RGBs. |
407 |
> |
*/ |
408 |
> |
render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,bg0,bg1,bg2) |
409 |
> |
float v0[3],v1[3],v2[3]; |
410 |
> |
BYTE rgb0[3],rgb1[3],rgb2[3]; |
411 |
> |
FVECT vp,vc; |
412 |
> |
int bg0,bg1,bg2; |
413 |
> |
{ |
414 |
> |
double d,p[3]; |
415 |
> |
int j,cnt,rgb[3],base; |
416 |
> |
|
417 |
> |
base = bg0==BASE || bg1==BASE || bg2==BASE; |
418 |
> |
|
419 |
> |
if(base) |
420 |
> |
{ |
421 |
> |
cnt = 0; |
422 |
> |
rgb[0] = rgb[1] = rgb[2] = 0; |
423 |
> |
if(bg0 != BASE) |
424 |
> |
{ |
425 |
> |
IADDV3(rgb,rgb0); |
426 |
> |
cnt++; |
427 |
> |
} |
428 |
> |
if(bg1 !=BASE) |
429 |
> |
{ |
430 |
> |
IADDV3(rgb,rgb1); |
431 |
> |
cnt++; |
432 |
> |
} |
433 |
> |
if(bg2 != BASE) |
434 |
> |
{ |
435 |
> |
IADDV3(rgb,rgb2); |
436 |
> |
cnt++; |
437 |
> |
} |
438 |
> |
IDIVV3(rgb,cnt); |
439 |
> |
} |
440 |
> |
|
441 |
> |
if(bg0== BASE) |
442 |
> |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
443 |
> |
else |
444 |
> |
glColor3ub(rgb0[0],rgb0[1],rgb0[2]); |
445 |
> |
|
446 |
> |
if(!bg0) |
447 |
> |
{ |
448 |
> |
VSUB(p,v0,vp); |
449 |
> |
normalize(p); |
450 |
> |
IADDV3(p,vc); |
451 |
> |
glVertex3dv(p); |
452 |
> |
} |
453 |
> |
else |
454 |
> |
glVertex3fv(v0); |
455 |
> |
|
456 |
> |
if(bg1== BASE) |
457 |
> |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
458 |
> |
else |
459 |
> |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); |
460 |
> |
|
461 |
> |
if(!bg1) |
462 |
> |
{ |
463 |
> |
VSUB(p,v1,vp); |
464 |
> |
normalize(p); |
465 |
> |
IADDV3(p,vc); |
466 |
> |
glVertex3dv(p); |
467 |
> |
} |
468 |
> |
else |
469 |
> |
glVertex3fv(v1); |
470 |
> |
|
471 |
> |
if(bg2== BASE) |
472 |
> |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
473 |
> |
else |
474 |
> |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); |
475 |
> |
|
476 |
> |
if(!bg2) |
477 |
> |
{ |
478 |
> |
VSUB(p,v2,vp); |
479 |
> |
normalize(p); |
480 |
> |
IADDV3(p,vc); |
481 |
> |
glVertex3dv(p); |
482 |
> |
} |
483 |
> |
else |
484 |
> |
glVertex3fv(v2); |
485 |
> |
} |
486 |
> |
|
487 |
> |
/* |
488 |
> |
* smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
489 |
> |
* SM *sm; : mesh |
490 |
> |
* FVECT vp; : current viewpoint |
491 |
> |
* int4 *t_flag,*bg_flag; : triangle flags: t_flag is generic, |
492 |
> |
* and bg_flag indicates if background tri; |
493 |
> |
* float (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors |
494 |
> |
* |
495 |
> |
* Sequentially gos through triangle list and renders all valid tris who |
496 |
> |
* have t_flag set, and bg_flag set. |
497 |
> |
*/ |
498 |
> |
|
499 |
> |
smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
500 |
|
SM *sm; |
314 |
– |
int i; |
501 |
|
FVECT vp; |
502 |
< |
int clr; |
502 |
> |
int4 *t_flag,*bg_flag; |
503 |
> |
float (*wp)[3]; |
504 |
> |
BYTE (*rgb)[3]; |
505 |
|
{ |
506 |
+ |
double d; |
507 |
+ |
int v0_id,v1_id,v2_id; |
508 |
+ |
int i,n,bg0,bg1,bg2; |
509 |
|
TRI *tri; |
319 |
– |
double ptr[3]; |
320 |
– |
int j; |
510 |
|
|
511 |
< |
tri = SM_NTH_TRI(sm,i); |
512 |
< |
if (clr) SM_CLR_NTH_T_NEW(sm,i); |
513 |
< |
for(j=0; j <= 2; j++) |
511 |
> |
glMatrixMode(GL_MODELVIEW); |
512 |
> |
|
513 |
> |
glPushMatrix(); |
514 |
> |
glTranslated(vp[0],vp[1],vp[2]); |
515 |
> |
/* The points are a distance of 1 away from the origin: if necessary scale |
516 |
> |
so that they fit in frustum and are therefore not clipped away |
517 |
> |
*/ |
518 |
> |
if(dev_zmin >= 0.99) |
519 |
|
{ |
520 |
+ |
d = (dev_zmin+dev_zmax)/2.0; |
521 |
+ |
glScaled(d,d,d); |
522 |
+ |
} |
523 |
+ |
/* move relative to the new view */ |
524 |
+ |
/* move points to unit sphere at origin */ |
525 |
+ |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
526 |
+ |
-SM_VIEW_CENTER(sm)[2]); |
527 |
+ |
glBegin(GL_TRIANGLES); |
528 |
+ |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
529 |
+ |
if(t_flag[n] & bg_flag[n]) |
530 |
+ |
for(i=0; i < 32; i++) |
531 |
+ |
if(t_flag[n] & bg_flag[n] & (1L << i)) |
532 |
+ |
{ |
533 |
+ |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
534 |
+ |
v0_id = T_NTH_V(tri,0); |
535 |
+ |
v1_id = T_NTH_V(tri,1); |
536 |
+ |
v2_id = T_NTH_V(tri,2); |
537 |
+ |
bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; |
538 |
+ |
bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; |
539 |
+ |
bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; |
540 |
+ |
if(bg0==DIR && bg1==DIR && bg2==DIR) |
541 |
+ |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
542 |
+ |
rgb[v2_id]) |
543 |
+ |
else |
544 |
+ |
render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
545 |
+ |
rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
546 |
+ |
} |
547 |
+ |
glEnd(); |
548 |
+ |
|
549 |
+ |
glPopMatrix(); |
550 |
+ |
|
551 |
+ |
} |
552 |
+ |
/* |
553 |
+ |
* render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2) |
554 |
+ |
* float v0[3],v1[3],v2[3]; : triangle vertex coordinates |
555 |
+ |
* BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs |
556 |
+ |
* FVECT vp; : current viewpoint |
557 |
+ |
* int b0,b1,b2; : vertex base flag |
558 |
+ |
* |
559 |
+ |
* render base vertex color as average of the non-base vertex RGBs. The |
560 |
+ |
* base vertex coordinate is taken as the stored vector, scaled out by |
561 |
+ |
* the average distance to the non-base vertices |
562 |
+ |
*/ |
563 |
+ |
render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2) |
564 |
+ |
float v0[3],v1[3],v2[3]; |
565 |
+ |
BYTE rgb0[3],rgb1[3],rgb2[3]; |
566 |
+ |
FVECT vp; |
567 |
+ |
int b0,b1,b2; |
568 |
+ |
{ |
569 |
+ |
int cnt; |
570 |
+ |
int rgb[3]; |
571 |
+ |
double d; |
572 |
+ |
double p[3]; |
573 |
+ |
|
574 |
+ |
cnt = 0; |
575 |
+ |
rgb[0] = rgb[1] = rgb[2] = 0; |
576 |
+ |
d = 0.0; |
577 |
+ |
|
578 |
+ |
if(b0&&b1&&b2) |
579 |
+ |
return; |
580 |
+ |
/* First calculate color and coordinates |
581 |
+ |
for base vertices based on world space vertices*/ |
582 |
+ |
if(!b0) |
583 |
+ |
{ |
584 |
+ |
IADDV3(rgb,rgb0); |
585 |
+ |
d += DIST(v0,vp); |
586 |
+ |
cnt++; |
587 |
+ |
} |
588 |
+ |
if(!b1) |
589 |
+ |
{ |
590 |
+ |
IADDV3(rgb,rgb1); |
591 |
+ |
d += DIST(v1,vp); |
592 |
+ |
cnt++; |
593 |
+ |
} |
594 |
+ |
if(!b2) |
595 |
+ |
{ |
596 |
+ |
IADDV3(rgb,rgb2); |
597 |
+ |
d += DIST(v2,vp); |
598 |
+ |
cnt++; |
599 |
+ |
} |
600 |
+ |
IDIVV3(rgb,cnt); |
601 |
+ |
d /= (double)cnt; |
602 |
+ |
|
603 |
+ |
/* Now render triangle */ |
604 |
+ |
if(b0) |
605 |
+ |
{ |
606 |
+ |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
607 |
+ |
SUBV3(p,v0,vp); |
608 |
+ |
ISCALEV3(p,d); |
609 |
+ |
IADDV3(p,vp); |
610 |
+ |
glVertex3dv(p); |
611 |
+ |
} |
612 |
+ |
else |
613 |
+ |
{ |
614 |
+ |
glColor3ub(rgb0[0],rgb0[1],rgb0[2]); |
615 |
+ |
glVertex3fv(v0); |
616 |
+ |
} |
617 |
+ |
if(b1) |
618 |
+ |
{ |
619 |
+ |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
620 |
+ |
SUBV3(p,v1,vp); |
621 |
+ |
ISCALEV3(p,d); |
622 |
+ |
IADDV3(p,vp); |
623 |
+ |
glVertex3dv(p); |
624 |
+ |
} |
625 |
+ |
else |
626 |
+ |
{ |
627 |
+ |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); |
628 |
+ |
glVertex3fv(v1); |
629 |
+ |
} |
630 |
+ |
if(b2) |
631 |
+ |
{ |
632 |
+ |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
633 |
+ |
SUBV3(p,v2,vp); |
634 |
+ |
ISCALEV3(p,d); |
635 |
+ |
IADDV3(p,vp); |
636 |
+ |
glVertex3dv(p); |
637 |
+ |
} |
638 |
+ |
else |
639 |
+ |
{ |
640 |
+ |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); |
641 |
+ |
glVertex3fv(v2); |
642 |
+ |
} |
643 |
+ |
} |
644 |
+ |
/* |
645 |
+ |
* smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
646 |
+ |
* SM *sm; : mesh |
647 |
+ |
* FVECT vp; : current viewpoint |
648 |
+ |
* int4 *t_flag,*bg_flag; : triangle flags: t_flag is generic,bg_flag |
649 |
+ |
* indicates if background tri; |
650 |
+ |
* float (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors |
651 |
+ |
* |
652 |
+ |
* Sequentially gos through triangle list and renders all valid tris who |
653 |
+ |
* have t_flag set, and NOT bg_flag set. |
654 |
+ |
*/ |
655 |
+ |
smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
656 |
+ |
SM *sm; |
657 |
+ |
FVECT vp; |
658 |
+ |
int4 *t_flag,*bg_flag; |
659 |
+ |
float (*wp)[3]; |
660 |
+ |
BYTE (*rgb)[3]; |
661 |
+ |
{ |
662 |
+ |
TRI *tri; |
663 |
+ |
int i,n,b0,b1,b2; |
664 |
+ |
int v0_id,v1_id,v2_id; |
665 |
+ |
|
666 |
+ |
glBegin(GL_TRIANGLES); |
667 |
+ |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
668 |
+ |
if(t_flag[n]) |
669 |
+ |
for(i=0; i < 32; i++) |
670 |
+ |
if(t_flag[n] & (1L << i) & ~bg_flag[n]) |
671 |
+ |
{ |
672 |
+ |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
673 |
+ |
v0_id = T_NTH_V(tri,0); |
674 |
+ |
v1_id = T_NTH_V(tri,1); |
675 |
+ |
v2_id = T_NTH_V(tri,2); |
676 |
+ |
b0 = SM_BASE_ID(sm,v0_id); |
677 |
+ |
b1 = SM_BASE_ID(sm,v1_id); |
678 |
+ |
b2 = SM_BASE_ID(sm,v2_id); |
679 |
+ |
if(b0 || b1 || b2) |
680 |
+ |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
681 |
+ |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); |
682 |
+ |
else |
683 |
+ |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
684 |
+ |
rgb[v2_id]) |
685 |
+ |
} |
686 |
+ |
glEnd(); |
687 |
+ |
|
688 |
+ |
} |
689 |
+ |
|
690 |
+ |
|
691 |
+ |
int |
692 |
+ |
compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) |
693 |
+ |
{ |
694 |
+ |
double d; |
695 |
+ |
|
696 |
+ |
d = td2->depth-td1->depth; |
697 |
+ |
if(d > 0.0) |
698 |
+ |
return(1); |
699 |
+ |
if(d < 0.0) |
700 |
+ |
return(-1); |
701 |
+ |
return(0); |
702 |
+ |
|
703 |
+ |
} |
704 |
+ |
|
705 |
|
#ifdef DEBUG |
706 |
< |
if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j))) |
328 |
< |
eputs("SmRenderTri(): shouldnt have bg samples\n"); |
706 |
> |
#define freebuf(b) tempbuf(-1) |
707 |
|
#endif |
708 |
< |
glColor3ub(SM_NTH_RGB(sm,T_NTH_V(tri,j))[0], |
709 |
< |
SM_NTH_RGB(sm,T_NTH_V(tri,j))[1], |
710 |
< |
SM_NTH_RGB(sm,T_NTH_V(tri,j))[2]); |
711 |
< |
VCOPY(ptr,SM_T_NTH_WV(sm,tri,j)); |
712 |
< |
glVertex3d(ptr[0],ptr[1],ptr[2]); |
708 |
> |
|
709 |
> |
char * |
710 |
> |
tempbuf(len) /* get a temporary buffer */ |
711 |
> |
unsigned len; |
712 |
> |
{ |
713 |
> |
extern char *malloc(), *realloc(); |
714 |
> |
static char *tempbuf = NULL; |
715 |
> |
static unsigned tempbuflen = 0; |
716 |
> |
|
717 |
> |
#ifdef DEBUG |
718 |
> |
static int in_use=FALSE; |
719 |
> |
|
720 |
> |
if(len == -1) |
721 |
> |
{ |
722 |
> |
in_use = FALSE; |
723 |
> |
return(NULL); |
724 |
> |
} |
725 |
> |
if(in_use) |
726 |
> |
{ |
727 |
> |
eputs("Buffer in use:cannot allocate:tempbuf()\n"); |
728 |
> |
return(NULL); |
729 |
> |
} |
730 |
> |
#endif |
731 |
> |
if (len > tempbuflen) { |
732 |
> |
if (tempbuflen > 0) |
733 |
> |
tempbuf = realloc(tempbuf, len); |
734 |
> |
else |
735 |
> |
tempbuf = malloc(len); |
736 |
> |
tempbuflen = tempbuf==NULL ? 0 : len; |
737 |
> |
} |
738 |
> |
#ifdef DEBUG |
739 |
> |
in_use = TRUE; |
740 |
> |
#endif |
741 |
> |
return(tempbuf); |
742 |
> |
} |
743 |
> |
|
744 |
> |
/* |
745 |
> |
* smOrder_new_tris(sm,vp,td) |
746 |
> |
* SM *sm; : mesh |
747 |
> |
* FVECT vp; : current viewpoint |
748 |
> |
* T_DEPTH *td; : holds returned list of depth sorted tris |
749 |
> |
* |
750 |
> |
* Creates list of all new tris, with their distance from the current |
751 |
> |
* viewpoint, and sorts the list based on this distance |
752 |
> |
*/ |
753 |
> |
smOrder_new_tris(sm,vp,td) |
754 |
> |
SM *sm; |
755 |
> |
FVECT vp; |
756 |
> |
T_DEPTH *td; |
757 |
> |
{ |
758 |
> |
int n,i,j,tcnt,v; |
759 |
> |
TRI *tri; |
760 |
> |
double d,min_d; |
761 |
> |
FVECT diff; |
762 |
> |
int4 *new_flag,*bg_flag; |
763 |
> |
|
764 |
> |
tcnt=0; |
765 |
> |
new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); |
766 |
> |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
767 |
> |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
768 |
> |
if(new_flag[n] & ~bg_flag[n]) |
769 |
> |
for(i=0; i < 32; i++) |
770 |
> |
if(new_flag[n] & (1L << i) & ~bg_flag[n]) |
771 |
> |
{ |
772 |
> |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
773 |
> |
td[tcnt].tri = (n << 5)+i; |
774 |
> |
min_d = -1; |
775 |
> |
for(j=0;j < 3;j++) |
776 |
> |
{ |
777 |
> |
v = T_NTH_V(tri,j); |
778 |
> |
VSUB(diff,SM_NTH_WV(sm,v),vp); |
779 |
> |
d = DOT(diff,diff); |
780 |
> |
if(min_d == -1 || d < min_d) |
781 |
> |
min_d = d; |
782 |
> |
} |
783 |
> |
td[tcnt++].depth = min_d; |
784 |
|
} |
785 |
+ |
td[tcnt].tri = -1; |
786 |
+ |
if(tcnt) |
787 |
+ |
qsort((void *)td,tcnt,sizeof(T_DEPTH),compare_tri_depths); |
788 |
|
} |
789 |
|
|
790 |
< |
smRender_mixed_tri(sm,i,vp,clr) |
790 |
> |
/* |
791 |
> |
* smUpdate_tm(sm) : Update the tone-mapping |
792 |
> |
* SM *sm; : mesh |
793 |
> |
* |
794 |
> |
*/ |
795 |
> |
smUpdate_tm(sm) |
796 |
|
SM *sm; |
797 |
< |
int i; |
797 |
> |
{ |
798 |
> |
int t = SM_TONE_MAP(sm); |
799 |
> |
|
800 |
> |
if(t==0 || smCompute_mapping) |
801 |
> |
{ |
802 |
> |
tmClearHisto(); |
803 |
> |
tmAddHisto(SM_BRT(sm),SM_NUM_SAMP(sm),1); |
804 |
> |
if(tmComputeMapping(0.,0.,0.) != TM_E_OK) |
805 |
> |
return; |
806 |
> |
t = 0; |
807 |
> |
smCompute_mapping = FALSE; |
808 |
> |
} |
809 |
> |
tmMapPixels(SM_NTH_RGB(sm,t),&SM_NTH_BRT(sm,t),SM_NTH_CHR(sm,t), |
810 |
> |
SM_NUM_SAMP(sm)-t); |
811 |
> |
SM_TONE_MAP(sm) = SM_NUM_SAMP(sm); |
812 |
> |
} |
813 |
> |
|
814 |
> |
/* |
815 |
> |
* smRender_inc(sm,vp) : Incremental update of mesh |
816 |
> |
* SM * sm; : mesh |
817 |
> |
* FVECT vp; : current view point |
818 |
> |
* |
819 |
> |
* If a relatively small number of new triangles have been created, |
820 |
> |
* do an incremental update. Render new triangles with depth buffering |
821 |
> |
* turned off, if the current viewpoint is not the same as canonical view- |
822 |
> |
* point, must use painter's approach to resolve visibility:first depth sort |
823 |
> |
* triangles, then render back-to-front. |
824 |
> |
*/ |
825 |
> |
smRender_inc(sm,vp) |
826 |
> |
SM *sm; |
827 |
|
FVECT vp; |
342 |
– |
int clr; |
828 |
|
{ |
829 |
+ |
int i,n,v0_id,v1_id,v2_id,b0,b1,b2; |
830 |
|
TRI *tri; |
831 |
< |
double p[3],d; |
832 |
< |
int j,ids[3],cnt; |
833 |
< |
int rgb[3]; |
831 |
> |
float (*wp)[3]; |
832 |
> |
BYTE (*rgb)[3]; |
833 |
> |
int4 *new_flag,*bg_flag; |
834 |
> |
T_DEPTH *td = NULL; |
835 |
|
|
836 |
< |
tri = SM_NTH_TRI(sm,i); |
350 |
< |
if (clr) SM_CLR_NTH_T_NEW(sm,i); |
836 |
> |
smUpdate_tm(sm); |
837 |
|
|
838 |
< |
/* NOTE:Triangles are defined clockwise:historical relative to spherical |
839 |
< |
tris: could change |
838 |
> |
/* For all of the NEW triangles (since last update): assume |
839 |
> |
ACTIVE. Go through and sort on depth value (from vp). Turn |
840 |
> |
Depth Buffer test off and render back-front |
841 |
|
*/ |
842 |
< |
cnt = 0; |
356 |
< |
d = 0.0; |
357 |
< |
rgb[0] = rgb[1] = rgb[2] = 0; |
358 |
< |
for(j=0;j < 3;j++) |
842 |
> |
if(!EQUAL_VEC3(SM_VIEW_CENTER(sm),vp)) |
843 |
|
{ |
844 |
< |
ids[j] = T_NTH_V(tri,j); |
845 |
< |
if(!SM_BG_SAMPLE(sm,ids[j])) |
846 |
< |
{ |
847 |
< |
rgb[0] += SM_NTH_RGB(sm,ids[j])[0]; |
848 |
< |
rgb[1] += SM_NTH_RGB(sm,ids[j])[1]; |
849 |
< |
rgb[2] += SM_NTH_RGB(sm,ids[j])[2]; |
850 |
< |
cnt++; |
851 |
< |
d += DIST(vp,SM_NTH_WV(sm,ids[j])); |
368 |
< |
} |
844 |
> |
/* Must depth sort if view points do not coincide */ |
845 |
> |
td = (T_DEPTH *)tempbuf(smNew_tri_cnt*sizeof(T_DEPTH)); |
846 |
> |
if(td) |
847 |
> |
smOrder_new_tris(sm,vp,td); |
848 |
> |
#ifdef DEBUG |
849 |
> |
else |
850 |
> |
eputs("Cant create list:wont depth sort:smUpdate_incremental\n"); |
851 |
> |
#endif |
852 |
|
} |
853 |
< |
if(cnt > 1) |
853 |
> |
wp = SM_WP(sm); |
854 |
> |
rgb =SM_RGB(sm); |
855 |
> |
new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); |
856 |
> |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
857 |
> |
/* Turn Depth Test off -- using Painter's algorithm */ |
858 |
> |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
859 |
> |
glDepthFunc(GL_ALWAYS); |
860 |
> |
|
861 |
> |
smRender_bg_tris(sm,vp,new_flag,bg_flag,wp,rgb); |
862 |
> |
if(!td) |
863 |
> |
smRender_fg_tris(sm,vp,new_flag,bg_flag,wp,rgb); |
864 |
> |
else |
865 |
|
{ |
866 |
< |
rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt; |
867 |
< |
d /= (double)cnt; |
868 |
< |
} |
869 |
< |
for(j=0; j <= 2; j++) |
866 |
> |
glBegin(GL_TRIANGLES); |
867 |
> |
for(i=0; td[i].tri != -1;i++) |
868 |
> |
{ |
869 |
> |
tri = SM_NTH_TRI(sm,td[i].tri); |
870 |
> |
/* Dont need to check for valid tri because flags are |
871 |
> |
cleared on delete |
872 |
> |
*/ |
873 |
> |
v0_id = T_NTH_V(tri,0); |
874 |
> |
v1_id = T_NTH_V(tri,1); |
875 |
> |
v2_id = T_NTH_V(tri,2); |
876 |
> |
b0 = SM_BASE_ID(sm,v0_id); |
877 |
> |
b1 = SM_BASE_ID(sm,v1_id); |
878 |
> |
b2 = SM_BASE_ID(sm,v2_id); |
879 |
> |
if(b0 || b1 || b2) |
880 |
> |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
881 |
> |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); |
882 |
> |
else |
883 |
> |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
884 |
> |
rgb[v2_id]) |
885 |
> |
} |
886 |
> |
glEnd(); |
887 |
> |
freebuf(td); |
888 |
> |
} |
889 |
> |
/* Restore Depth Test */ |
890 |
> |
glPopAttrib(); |
891 |
> |
} |
892 |
> |
|
893 |
> |
/* |
894 |
> |
* smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,max_level,leaf_cnt,which) |
895 |
> |
* SM *sm; : mesh |
896 |
> |
* QUADTREE qt; : quadtree base node |
897 |
> |
* FVECT vp; : current viewpoint |
898 |
> |
* float (*wp)[3]; : array of sample points |
899 |
> |
* BYTE (*rgb)[3]; : array of RGB values for samples |
900 |
> |
* int i,level_i,level,max_level,leaf_cnt; |
901 |
> |
* : variables to keep track of where |
902 |
> |
* we are in the quadtree traversal in order to map nodes to |
903 |
> |
* corresponding array locations, where nodes are stored in breadth- |
904 |
> |
* first order. i is the index of the current node,level_i is the |
905 |
> |
* index of the first node on the current quadtree level, max_level is |
906 |
> |
* the maximum number of levels to traverse, and leaf_cnt is the number |
907 |
> |
* of leaves on the current level |
908 |
> |
* int which; flag indicates whether to render fg or bg tris |
909 |
> |
* |
910 |
> |
* |
911 |
> |
* Render the tris stored in qtree using display lists. For each node at |
912 |
> |
* the leaf or max_level, call the display_list if it exists, else traverse |
913 |
> |
* down the subtree and render the nodes into a new display list which is |
914 |
> |
* stored for future use. |
915 |
> |
*/ |
916 |
> |
smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,level,max_level,leaf_cnt,which) |
917 |
> |
SM *sm; |
918 |
> |
QUADTREE qt; |
919 |
> |
FVECT vp; |
920 |
> |
float (*wp)[3]; |
921 |
> |
BYTE (*rgb)[3]; |
922 |
> |
int i,level_i,level,max_level,leaf_cnt; |
923 |
> |
int which; |
924 |
> |
{ |
925 |
> |
int j; |
926 |
> |
|
927 |
> |
if(QT_IS_EMPTY(qt)) |
928 |
> |
return; |
929 |
> |
|
930 |
> |
if(QT_IS_LEAF(qt) || level == max_level) |
931 |
|
{ |
932 |
< |
if(SM_BG_SAMPLE(sm,ids[j])) |
932 |
> |
if(QT_IS_LEAF(qt)) |
933 |
|
{ |
934 |
< |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
935 |
< |
VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm)); |
381 |
< |
p[0] *= d; |
382 |
< |
p[1] *= d; |
383 |
< |
p[2] *= d; |
384 |
< |
VADD(p,p,SM_VIEW_CENTER(sm)); |
934 |
> |
if(!QT_LEAF_IS_FLAG(qt)) |
935 |
> |
return; |
936 |
|
} |
937 |
|
else |
938 |
+ |
if(!QT_IS_FLAG(qt)) |
939 |
+ |
return; |
940 |
+ |
|
941 |
+ |
if(!Display_lists[i][which]) |
942 |
|
{ |
943 |
< |
glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1], |
944 |
< |
SM_NTH_RGB(sm,ids[j])[2]); |
945 |
< |
VCOPY(p,SM_NTH_WV(sm,ids[j])); |
943 |
> |
Display_lists[i][which] = i+1 + which*SM_DL_LISTS; |
944 |
> |
glNewList(Display_lists[i][which],GL_COMPILE_AND_EXECUTE); |
945 |
> |
smClear_flags(sm,T_NEW_FLAG); |
946 |
> |
glBegin(GL_TRIANGLES); |
947 |
> |
smRender_qtree(sm,qt,vp,wp,rgb,which,FALSE); |
948 |
> |
glEnd(); |
949 |
> |
glEndList(); |
950 |
|
} |
951 |
< |
glVertex3d(p[0],p[1],p[2]); |
952 |
< |
} |
951 |
> |
else |
952 |
> |
{ |
953 |
> |
glCallList(Display_lists[i][which]); |
954 |
> |
} |
955 |
> |
} |
956 |
> |
else |
957 |
> |
if(QT_IS_FLAG(qt)) |
958 |
> |
{ |
959 |
> |
i = ((i - level_i)<< 2) + level_i + leaf_cnt; |
960 |
> |
level_i += leaf_cnt; |
961 |
> |
leaf_cnt <<= 2; |
962 |
> |
for(j=0; j < 4; j++) |
963 |
> |
smRender_qtree_dl(sm,QT_NTH_CHILD(qt,j),vp,wp,rgb, |
964 |
> |
i+j,level_i,level+1,max_level,leaf_cnt,which); |
965 |
> |
} |
966 |
> |
|
967 |
|
} |
968 |
|
|
969 |
< |
smRender_bg_tri(sm,i,vp,d,clr) |
969 |
> |
/* |
970 |
> |
* smRender_qtree(sm,qt,vp,wp,rgb,which,cull) : Render the tris stored in qtree |
971 |
> |
* SM *sm; : mesh |
972 |
> |
* QUADTREE qt; : quadtree base node |
973 |
> |
* FVECT vp; : current viewpoint |
974 |
> |
* float (*wp)[3] : array of sample points |
975 |
> |
* BYTE (*rgb)[3] : array of RGB values for samples |
976 |
> |
* int which; : flag indicates whether to render fg or bg tris |
977 |
> |
* int cull; : if true, only traverse active (flagged) nodes |
978 |
> |
* |
979 |
> |
*/ |
980 |
> |
smRender_qtree(sm,qt,vp,wp,rgb,which,cull) |
981 |
|
SM *sm; |
982 |
< |
int i; |
982 |
> |
QUADTREE qt; |
983 |
|
FVECT vp; |
984 |
< |
double d; |
985 |
< |
int clr; |
984 |
> |
float (*wp)[3]; |
985 |
> |
BYTE (*rgb)[3]; |
986 |
> |
int which,cull; |
987 |
|
{ |
988 |
< |
double p[3]; |
404 |
< |
int j,id; |
405 |
< |
TRI *tri; |
988 |
> |
int i; |
989 |
|
|
990 |
< |
tri = SM_NTH_TRI(sm,i); |
991 |
< |
if (clr) SM_CLR_NTH_T_NEW(sm,i); |
990 |
> |
if(QT_IS_EMPTY(qt)) |
991 |
> |
return; |
992 |
|
|
993 |
< |
/* NOTE:Triangles are defined clockwise:historical relative to spherical |
411 |
< |
tris: could change |
412 |
< |
*/ |
413 |
< |
for(j=0; j <= 2; j++) |
993 |
> |
if(QT_IS_LEAF(qt)) |
994 |
|
{ |
995 |
< |
id = T_NTH_V(tri,j); |
996 |
< |
glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1], |
997 |
< |
SM_NTH_RGB(sm,id)[2]); |
998 |
< |
VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm)); |
999 |
< |
if(dev_zmin >= 0.99) |
1000 |
< |
{ |
1001 |
< |
p[0] *= d; |
1002 |
< |
p[1] *= d; |
1003 |
< |
p[2] *= d; |
1004 |
< |
} |
1005 |
< |
VADD(p,p,vp); |
1006 |
< |
glVertex3d(p[0],p[1],p[2]); |
995 |
> |
TRI *t; |
996 |
> |
OBJECT *optr; |
997 |
> |
int t_id,v0_id,v1_id,v2_id,bg0,bg1,bg2; |
998 |
> |
|
999 |
> |
if(cull && !QT_LEAF_IS_FLAG(qt)) |
1000 |
> |
return; |
1001 |
> |
|
1002 |
> |
optr = qtqueryset(qt); |
1003 |
> |
for (i = QT_SET_CNT(optr),optr = QT_SET_PTR(optr);i > 0; i--) |
1004 |
> |
{ |
1005 |
> |
t_id = QT_SET_NEXT_ELEM(optr); |
1006 |
> |
t = SM_NTH_TRI(sm,t_id); |
1007 |
> |
if(!T_IS_VALID(t) || (cull &&!SM_IS_NTH_T_ACTIVE(sm,t_id)) || |
1008 |
> |
SM_IS_NTH_T_NEW(sm,t_id)) |
1009 |
> |
continue; |
1010 |
> |
|
1011 |
> |
bg0 = SM_IS_NTH_T_BG(sm,t_id); |
1012 |
> |
if((which== SM_RENDER_FG && bg0) || (which== SM_RENDER_BG && !bg0)) |
1013 |
> |
continue; |
1014 |
> |
|
1015 |
> |
v0_id = T_NTH_V(t,0); |
1016 |
> |
v1_id = T_NTH_V(t,1); |
1017 |
> |
v2_id = T_NTH_V(t,2); |
1018 |
> |
if(bg0) |
1019 |
> |
{ |
1020 |
> |
bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; |
1021 |
> |
bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; |
1022 |
> |
bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; |
1023 |
> |
SM_SET_NTH_T_NEW(sm,t_id); |
1024 |
> |
if(bg0==DIR && bg1==DIR && bg2==DIR) |
1025 |
> |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
1026 |
> |
rgb[v2_id]) |
1027 |
> |
else |
1028 |
> |
render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
1029 |
> |
rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
1030 |
> |
} |
1031 |
> |
else |
1032 |
> |
{ |
1033 |
> |
SM_SET_NTH_T_NEW(sm,t_id); |
1034 |
> |
bg0 = SM_BASE_ID(sm,v0_id); |
1035 |
> |
bg1 = SM_BASE_ID(sm,v1_id); |
1036 |
> |
bg2 = SM_BASE_ID(sm,v2_id); |
1037 |
> |
if(bg0 || bg1 || bg2) |
1038 |
> |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
1039 |
> |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
1040 |
> |
else |
1041 |
> |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
1042 |
> |
rgb[v2_id]) |
1043 |
> |
} |
1044 |
> |
} |
1045 |
|
} |
1046 |
+ |
else |
1047 |
+ |
if(!cull || QT_IS_FLAG(qt)) |
1048 |
+ |
for(i=0; i < 4; i++) |
1049 |
+ |
smRender_qtree(sm,QT_NTH_CHILD(qt,i),vp,wp,rgb,which,cull); |
1050 |
|
} |
1051 |
|
|
1052 |
< |
smRender_mesh(sm,vp,clr) |
1052 |
> |
/* |
1053 |
> |
* smRender_mesh(sm,view,cull) : Render mesh Triangles |
1054 |
> |
* SM *sm; : mesh |
1055 |
> |
* VIEW *view; : current view |
1056 |
> |
* int cull; : cull Flag |
1057 |
> |
* |
1058 |
> |
* If cull is TRUE, first mark tris in current |
1059 |
> |
* frustum and only render them. Normally, cull will be FALSE only if |
1060 |
> |
* it is known that all tris lie in frustum, e.g. after a rebuild |
1061 |
> |
* |
1062 |
> |
*/ |
1063 |
> |
smRender_mesh(sm,view,cull) |
1064 |
|
SM *sm; |
1065 |
< |
FVECT vp; |
1066 |
< |
int clr; |
1065 |
> |
VIEW *view; |
1066 |
> |
int cull; |
1067 |
|
{ |
1068 |
+ |
float (*wp)[3]; |
1069 |
+ |
BYTE (*rgb)[3]; |
1070 |
|
int i; |
1071 |
< |
TRI *tri; |
437 |
< |
double ptr[3],d; |
438 |
< |
int j; |
1071 |
> |
STREE *st= SM_LOCATOR(sm); |
1072 |
|
|
1073 |
< |
d = (dev_zmin+dev_zmax)/2.0; |
1073 |
> |
smUpdate_tm(sm); |
1074 |
> |
|
1075 |
> |
wp = SM_WP(sm); |
1076 |
> |
rgb =SM_RGB(sm); |
1077 |
> |
|
1078 |
> |
smClear_flags(sm,T_NEW_FLAG); |
1079 |
> |
|
1080 |
> |
if(cull) |
1081 |
> |
smCull(sm,view,SM_ALL_LEVELS); |
1082 |
> |
|
1083 |
> |
|
1084 |
|
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
442 |
– |
|
443 |
– |
/* First draw background polygons */ |
1085 |
|
glDisable(GL_DEPTH_TEST); |
1086 |
+ |
|
1087 |
+ |
glMatrixMode(GL_MODELVIEW); |
1088 |
+ |
glPushMatrix(); |
1089 |
+ |
/* move relative to the new view */ |
1090 |
+ |
glTranslated(view->vp[0],view->vp[1],view->vp[2]); |
1091 |
+ |
|
1092 |
+ |
|
1093 |
+ |
/* The points are a distance of 1 away from the origin: if necessary |
1094 |
+ |
scale so that they fit in frustum and are therefore not clipped away |
1095 |
+ |
*/ |
1096 |
+ |
if(dev_zmin >= 0.99) |
1097 |
+ |
{ |
1098 |
+ |
double d; |
1099 |
+ |
|
1100 |
+ |
d = (dev_zmin+dev_zmax)/2.0; |
1101 |
+ |
glScaled(d,d,d); |
1102 |
+ |
} |
1103 |
+ |
/* move points to unit sphere at origin */ |
1104 |
+ |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
1105 |
+ |
-SM_VIEW_CENTER(sm)[2]); |
1106 |
+ |
|
1107 |
|
glBegin(GL_TRIANGLES); |
1108 |
< |
SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i) |
1109 |
< |
smRender_bg_tri(sm,i,vp,d,clr); |
1108 |
> |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1109 |
> |
smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_BG,cull); |
1110 |
|
glEnd(); |
1111 |
+ |
|
1112 |
+ |
glPopMatrix(); |
1113 |
+ |
|
1114 |
|
glEnable(GL_DEPTH_TEST); |
1115 |
+ |
|
1116 |
|
glBegin(GL_TRIANGLES); |
1117 |
< |
SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i) |
1118 |
< |
{ |
453 |
< |
if(!SM_MIXED_TRI(sm,i)) |
454 |
< |
smRender_tri(sm,i,vp,clr); |
455 |
< |
else |
456 |
< |
smRender_mixed_tri(sm,i,vp,clr); |
457 |
< |
} |
1117 |
> |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1118 |
> |
smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_FG,cull); |
1119 |
|
glEnd(); |
1120 |
|
|
1121 |
|
glPopAttrib(); |
1122 |
|
} |
1123 |
|
|
1124 |
< |
smRender_tri_edges(sm,i) |
1124 |
> |
/* |
1125 |
> |
* smRender_mesh_dl(sm,view) : Render stree utilizing display lists |
1126 |
> |
* SM *sm; : mesh |
1127 |
> |
* VIEW *view; : current view |
1128 |
> |
*/ |
1129 |
> |
smRender_mesh_dl(sm,view) |
1130 |
|
SM *sm; |
1131 |
< |
int i; |
1131 |
> |
VIEW *view; |
1132 |
|
{ |
1133 |
< |
TRI *tri; |
1134 |
< |
int j; |
1135 |
< |
double ptr[3]; |
1133 |
> |
float (*wp)[3]; |
1134 |
> |
BYTE (*rgb)[3]; |
1135 |
> |
STREE *st; |
1136 |
> |
int i; |
1137 |
|
|
1138 |
+ |
if(SM_DL_LEVELS == 0) |
1139 |
+ |
{ |
1140 |
+ |
if(!Display_lists[0][0]) |
1141 |
+ |
{ |
1142 |
+ |
Display_lists[0][0] = 1; |
1143 |
+ |
glNewList(Display_lists[0][0],GL_COMPILE_AND_EXECUTE); |
1144 |
+ |
smRender_mesh(sm,view,FALSE); |
1145 |
+ |
glEndList(); |
1146 |
+ |
} |
1147 |
+ |
else |
1148 |
+ |
glCallList(Display_lists[0][0]); |
1149 |
|
|
1150 |
< |
tri = SM_NTH_TRI(sm,i); |
1150 |
> |
return; |
1151 |
> |
} |
1152 |
> |
smCull(sm,view,SM_DL_LEVELS); |
1153 |
|
|
1154 |
< |
for(j=0; j <= 2; j++) |
1155 |
< |
{ |
1156 |
< |
VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,j))); |
1157 |
< |
glVertex3d(ptr[0],ptr[1],ptr[2]); |
1158 |
< |
VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,(j+1)%3))); |
1159 |
< |
glVertex3d(ptr[0],ptr[1],ptr[2]); |
1160 |
< |
} |
1154 |
> |
st = SM_LOCATOR(sm); |
1155 |
> |
|
1156 |
> |
wp = SM_WP(sm); |
1157 |
> |
rgb =SM_RGB(sm); |
1158 |
> |
|
1159 |
> |
/* For all active quadtree nodes- first render bg tris, then fg */ |
1160 |
> |
/* If display list exists, use otherwise create/display list */ |
1161 |
> |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1162 |
> |
glDisable(GL_DEPTH_TEST); |
1163 |
> |
|
1164 |
> |
glMatrixMode(GL_MODELVIEW); |
1165 |
> |
glPushMatrix(); |
1166 |
> |
|
1167 |
> |
/* move relative to the new view */ |
1168 |
> |
glTranslated(view->vp[0],view->vp[1],view->vp[2]); |
1169 |
> |
|
1170 |
> |
/* The points are a distance of 1 away from the origin: if necessary |
1171 |
> |
scale so that they fit in frustum and are therefore not clipped away |
1172 |
> |
*/ |
1173 |
> |
if(dev_zmin >= 0.99) |
1174 |
> |
{ |
1175 |
> |
double d; |
1176 |
> |
d = (dev_zmin+dev_zmax)/2.0; |
1177 |
> |
glScaled(d,d,d); |
1178 |
> |
} |
1179 |
> |
/* move points to unit sphere at origin */ |
1180 |
> |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
1181 |
> |
-SM_VIEW_CENTER(sm)[2]); |
1182 |
> |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1183 |
> |
smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1, |
1184 |
> |
SM_DL_LEVELS,8,SM_RENDER_BG); |
1185 |
> |
glPopMatrix(); |
1186 |
> |
|
1187 |
> |
glEnable(GL_DEPTH_TEST); |
1188 |
> |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1189 |
> |
smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1, |
1190 |
> |
SM_DL_LEVELS,8,SM_RENDER_FG); |
1191 |
> |
glPopAttrib(); |
1192 |
|
} |
1193 |
|
|
1194 |
< |
int |
1195 |
< |
compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) |
1194 |
> |
|
1195 |
> |
|
1196 |
> |
/* |
1197 |
> |
* smRender_tris(sm,view,render_flag) : Render all of the mesh triangles |
1198 |
> |
* SM *sm : current geometry |
1199 |
> |
* VIEW *view : current view |
1200 |
> |
* int render_flag : if render_flag & SM_RENDER_CULL: do culling first |
1201 |
> |
* |
1202 |
> |
* Renders mesh by traversing triangle list and drawing all active tris- |
1203 |
> |
* background tris first, then foreground and mixed tris |
1204 |
> |
*/ |
1205 |
> |
smRender_tris(sm,view,render_flag) |
1206 |
> |
SM *sm; |
1207 |
> |
VIEW *view; |
1208 |
> |
int render_flag; |
1209 |
|
{ |
1210 |
< |
double d; |
1210 |
> |
int4 *active_flag,*bg_flag; |
1211 |
> |
float (*wp)[3]; |
1212 |
> |
BYTE (*rgb)[3]; |
1213 |
|
|
1214 |
< |
d = td2->depth-td1->depth; |
1215 |
< |
|
1216 |
< |
if(d > 0.0) |
1217 |
< |
return(1); |
1218 |
< |
if(d < 0.0) |
1219 |
< |
return(-1); |
1220 |
< |
|
1221 |
< |
return(0); |
1214 |
> |
wp = SM_WP(sm); |
1215 |
> |
rgb =SM_RGB(sm); |
1216 |
> |
active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); |
1217 |
> |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
1218 |
> |
|
1219 |
> |
if(render_flag & SM_RENDER_CULL) |
1220 |
> |
smCull(sm,view,SM_ALL_LEVELS); |
1221 |
> |
|
1222 |
> |
/* Render triangles made up of points at infinity by turning off |
1223 |
> |
depth-buffering and projecting the points onto a sphere around the view*/ |
1224 |
> |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1225 |
> |
glDisable(GL_DEPTH_TEST); |
1226 |
> |
smRender_bg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb); |
1227 |
> |
|
1228 |
> |
/* Render triangles containing world-space points */ |
1229 |
> |
glEnable(GL_DEPTH_TEST); |
1230 |
> |
smRender_fg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb); |
1231 |
> |
|
1232 |
> |
glPopAttrib(); |
1233 |
> |
|
1234 |
|
} |
1235 |
|
|
1236 |
< |
LIST |
1237 |
< |
*smDepth_sort_tris(sm,vp,td) |
500 |
< |
SM *sm; |
501 |
< |
FVECT vp; |
502 |
< |
T_DEPTH *td; |
1236 |
> |
/* Clear all of the display lists */ |
1237 |
> |
clear_display_lists() |
1238 |
|
{ |
1239 |
< |
int i,j,t_id,v; |
1240 |
< |
TRI *tri; |
1241 |
< |
double d,min_d; |
1242 |
< |
LIST *tlist=NULL; |
1239 |
> |
int i; |
1240 |
> |
for(i=0; i< SM_DL_LISTS; i++) |
1241 |
> |
{ |
1242 |
> |
if(Display_lists[i][0]) |
1243 |
> |
{ /* Clear the foreground display list */ |
1244 |
> |
glDeleteLists(Display_lists[i][0],1); |
1245 |
> |
Display_lists[i][0] = 0; |
1246 |
> |
} |
1247 |
> |
if(Display_lists[i][1]) |
1248 |
> |
{ /* Clear the background display list */ |
1249 |
> |
glDeleteLists(Display_lists[i][1],1); |
1250 |
> |
Display_lists[i][1] = 0; |
1251 |
> |
} |
1252 |
> |
} |
1253 |
> |
} |
1254 |
|
|
1255 |
< |
i = 0; |
1256 |
< |
SM_FOR_ALL_NEW_TRIS(sm,t_id) |
1255 |
> |
/* |
1256 |
> |
* qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) :clear display lists |
1257 |
> |
* QUADTREE *qt; : Quadtree node |
1258 |
> |
* int i; : index into list of display lists for this node |
1259 |
> |
* int level_i; : index for first node at this level |
1260 |
> |
* int level,max_level; : current level, maximum level to descend |
1261 |
> |
* int leaf_cnt; : number of leaves at this level |
1262 |
> |
* |
1263 |
> |
* For each node under this node that has its flag set: delete all |
1264 |
> |
* existing display lists. Display lists are stored in an array indexed as |
1265 |
> |
* if the quadtree was traversed in a breadth first order (indices 0-7 are |
1266 |
> |
* the 8 quadtree roots, indices 8-11 the first level children of root 0, |
1267 |
> |
* indices 12-15 the children of root 1, etc). It is assumes that the display |
1268 |
> |
* lists will only be stored for a small number of levels: if this is not |
1269 |
> |
* true, a hashing scheme would work better for storing/retrieving the |
1270 |
> |
* display lists |
1271 |
> |
*/ |
1272 |
> |
qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) |
1273 |
> |
QUADTREE qt; |
1274 |
> |
int i,level_i,level,max_level,leaf_cnt; |
1275 |
> |
{ |
1276 |
> |
int j; |
1277 |
> |
|
1278 |
> |
if(QT_IS_EMPTY(qt)) |
1279 |
> |
return; |
1280 |
> |
if(QT_IS_LEAF(qt) || level== max_level) |
1281 |
|
{ |
1282 |
< |
if(SM_BG_TRI(sm,t_id)) |
1282 |
> |
if(QT_IS_LEAF(qt)) |
1283 |
|
{ |
1284 |
< |
tlist = push_data(tlist,t_id); |
1285 |
< |
continue; |
1284 |
> |
if(!QT_LEAF_IS_FLAG(qt)) |
1285 |
> |
return; |
1286 |
|
} |
1287 |
< |
tri = SM_NTH_TRI(sm,t_id); |
1288 |
< |
#ifdef DEBUG |
1289 |
< |
if(i >= smNew_tri_cnt) |
1287 |
> |
else |
1288 |
> |
if(!QT_IS_FLAG(qt)) |
1289 |
> |
return; |
1290 |
> |
if(Display_lists[i][0]) |
1291 |
|
{ |
1292 |
< |
eputs("smDepth_sort_tris():More tris than reported by smNew_tri_cnt\n"); |
1293 |
< |
break; |
1292 |
> |
glDeleteLists(Display_lists[i][0],1); |
1293 |
> |
Display_lists[i][0] = 0; |
1294 |
|
} |
1295 |
< |
#endif |
525 |
< |
td[i].tri = t_id; |
526 |
< |
min_d = -1; |
527 |
< |
for(j=0;j < 3;j++) |
1295 |
> |
if(Display_lists[i][1]) |
1296 |
|
{ |
1297 |
< |
v = T_NTH_V(tri,j); |
1298 |
< |
if(!SM_BG_SAMPLE(sm,v)) |
531 |
< |
{ |
532 |
< |
d = DIST(vp,SM_NTH_WV(sm,v)); |
533 |
< |
if(min_d == -1 || d < min_d) |
534 |
< |
min_d = d; |
535 |
< |
} |
1297 |
> |
glDeleteLists(Display_lists[i][1],1); |
1298 |
> |
Display_lists[i][1] = 0; |
1299 |
|
} |
537 |
– |
td[i].depth = min_d; |
538 |
– |
i++; |
1300 |
|
} |
1301 |
< |
td[i].tri = -1; |
1302 |
< |
if(i) |
1303 |
< |
qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths); |
1304 |
< |
return(tlist); |
1301 |
> |
else |
1302 |
> |
if(QT_IS_FLAG(qt)) |
1303 |
> |
{ |
1304 |
> |
/* Calculate the index for the first child given the values |
1305 |
> |
of the parent at the current level |
1306 |
> |
*/ |
1307 |
> |
i = ((i - level_i)<< 2) + level_i + leaf_cnt; |
1308 |
> |
level_i += leaf_cnt; |
1309 |
> |
leaf_cnt <<= 2; |
1310 |
> |
for(j=0; j < 4; j++) |
1311 |
> |
qtClear_dl(QT_NTH_CHILD(qt,j),i+j,level_i,level+1,max_level, |
1312 |
> |
leaf_cnt); |
1313 |
> |
} |
1314 |
|
} |
1315 |
|
|
1316 |
< |
|
1317 |
< |
smUpdate_Rendered_mesh(sm,vp,clr) |
1316 |
> |
/* |
1317 |
> |
* smInvalidate_view(sm,view) : Invalidate rendering representation for view |
1318 |
> |
* SM *sm; : mesh |
1319 |
> |
* VIEW *view; : current view |
1320 |
> |
* |
1321 |
> |
* Delete the existing display lists for geometry in the current |
1322 |
> |
* view frustum: Called when the geometry in the frustum has been changed |
1323 |
> |
*/ |
1324 |
> |
smInvalidate_view(sm,view) |
1325 |
|
SM *sm; |
1326 |
< |
FVECT vp; |
550 |
< |
int clr; |
1326 |
> |
VIEW *view; |
1327 |
|
{ |
552 |
– |
static T_DEPTH *td= NULL; |
553 |
– |
static int tsize = 0; |
1328 |
|
int i; |
1329 |
< |
GLint depth_test; |
1330 |
< |
double d; |
557 |
< |
LIST *bglist; |
558 |
< |
/* For all of the NEW triangles (since last update): assume |
559 |
< |
ACTIVE. Go through and sort on depth value (from vp). Turn |
560 |
< |
Depth Buffer test off and render back-front |
561 |
< |
*/ |
562 |
< |
/* NOTE: could malloc each time or hard code */ |
563 |
< |
if(smNew_tri_cnt > tsize) |
1329 |
> |
|
1330 |
> |
if(SM_DL_LEVELS == 0) |
1331 |
|
{ |
1332 |
< |
if(td) |
1333 |
< |
free((char *)td); |
1334 |
< |
td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH)); |
1335 |
< |
tsize = smNew_tri_cnt; |
1336 |
< |
} |
1337 |
< |
if(!td) |
1338 |
< |
{ |
1339 |
< |
error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n"); |
1340 |
< |
} |
574 |
< |
bglist = smDepth_sort_tris(sm,vp,td); |
1332 |
> |
if(Display_lists[0][0]) |
1333 |
> |
{ |
1334 |
> |
glDeleteLists(Display_lists[0][0],1); |
1335 |
> |
Display_lists[0][0] = 0; |
1336 |
> |
} |
1337 |
> |
return; |
1338 |
> |
} |
1339 |
> |
/* Mark qtree nodes/tris in frustum */ |
1340 |
> |
smCull(sm,view,SM_DL_LEVELS); |
1341 |
|
|
1342 |
< |
/* Turn Depth Test off -- using Painter's algorithm */ |
1343 |
< |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1344 |
< |
glDepthFunc(GL_ALWAYS); |
579 |
< |
d = (dev_zmin+dev_zmax)/2.0; |
580 |
< |
/* Now render back-to front */ |
581 |
< |
/* First render bg triangles */ |
582 |
< |
glBegin(GL_TRIANGLES); |
583 |
< |
while(bglist) |
584 |
< |
smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr); |
585 |
< |
glEnd(); |
1342 |
> |
/* Invalidate display_lists in marked qtree nodes */ |
1343 |
> |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1344 |
> |
qtClear_dl(ST_ROOT_QT(SM_LOCATOR(sm),i),i,0,1,SM_DL_LEVELS,8); |
1345 |
|
|
1346 |
+ |
} |
1347 |
|
|
588 |
– |
glBegin(GL_TRIANGLES); |
589 |
– |
i=0; |
590 |
– |
while(td[i].tri != -1) |
591 |
– |
if(!SM_MIXED_TRI(sm,td[i].tri)) |
592 |
– |
smRender_tri(sm,td[i++].tri,vp,clr); |
593 |
– |
else |
594 |
– |
smRender_mixed_tri(sm,td[i++].tri,vp,clr); |
595 |
– |
glEnd(); |
1348 |
|
|
1349 |
< |
/* Restore Depth Test */ |
1350 |
< |
glPopAttrib(); |
1349 |
> |
/* |
1350 |
> |
* smRender(sm,view, qual): render OpenGL output geometry |
1351 |
> |
* SM *sm; : current mesh representation |
1352 |
> |
* VIEW *view; : desired view |
1353 |
> |
* int qual; : quality level (percentage on linear time scale) |
1354 |
> |
* |
1355 |
> |
* Render the current mesh: |
1356 |
> |
* recompute tone mapping if full redraw and specified: |
1357 |
> |
* if moving (i.e. qual < MAXQUALITY) |
1358 |
> |
* render the cached display lists, if quality drops |
1359 |
> |
* below threshold, render approximation instead |
1360 |
> |
* if stationary |
1361 |
> |
* render mesh geometry without display lists, unless up-to-date |
1362 |
> |
* display lists already exist. |
1363 |
> |
*/ |
1364 |
> |
smRender(sm,view,qual) |
1365 |
> |
SM *sm; |
1366 |
> |
VIEW *view; |
1367 |
> |
int qual; |
1368 |
> |
{ |
1369 |
> |
|
1370 |
> |
/* Recompute tone mapping if specified */ |
1371 |
> |
if( qual >= MAXQUALITY && smCompute_mapping) |
1372 |
> |
smUpdate_tm(sm); |
1373 |
> |
|
1374 |
> |
/* Unless quality > MAXQUALITY, render using display lists */ |
1375 |
> |
if(qual <= MAXQUALITY) |
1376 |
> |
{ |
1377 |
> |
/* If quality above threshold: render mesh*/ |
1378 |
> |
if(qual > (MAXQUALITY*2/4)) |
1379 |
> |
/* render stree using display lists */ |
1380 |
> |
smRender_mesh_dl(sm,view); |
1381 |
> |
else |
1382 |
> |
/* If quality below threshold, use approximate rendering */ |
1383 |
> |
smRender_approx(sm,qual,view); |
1384 |
> |
} |
1385 |
> |
else |
1386 |
> |
/* render stree without display lists */ |
1387 |
> |
smRender_mesh(sm,view,TRUE); |
1388 |
|
} |
1389 |
|
|
1390 |
+ |
|
1391 |
|
/* |
1392 |
< |
* smUpdate(view, qua) : update OpenGL output geometry for view vp |
1392 |
> |
* smUpdate(view, qual) : update OpenGL output geometry |
1393 |
|
* VIEW *view; : desired view |
1394 |
|
* int qual; : quality level (percentage on linear time scale) |
1395 |
|
* |
1397 |
|
* view has already been set up and the correct frame buffer has been |
1398 |
|
* selected for drawing. The quality level is on a linear scale, where 100% |
1399 |
|
* is full (final) quality. It is not necessary to redraw geometry that has |
1400 |
< |
* been output since the last call to smClean(). (The last view drawn will |
1400 |
> |
* been output since the last call to smClean().(The last view drawn will |
1401 |
|
* be view==&odev.v each time.) |
1402 |
|
*/ |
1403 |
|
smUpdate(view,qual) |
1404 |
|
VIEW *view; |
1405 |
|
int qual; |
1406 |
|
{ |
1407 |
< |
double d; |
1408 |
< |
int last_update; |
1409 |
< |
int t; |
1407 |
> |
/* Is there anything to render? */ |
1408 |
> |
if(!smMesh || SM_NUM_TRI(smMesh)<=0) |
1409 |
> |
return; |
1410 |
|
|
1411 |
< |
/* If view has moved beyond epsilon from canonical: must rebuild - |
1412 |
< |
epsilon is calculated as running avg of distance of sample points |
1413 |
< |
from canonical view: m = 1/(AVG(1/r)): some fraction of this |
1414 |
< |
*/ |
1415 |
< |
|
626 |
< |
if(!smMesh) |
1411 |
> |
/* Is viewer MOVING?*/ |
1412 |
> |
if(qual < MAXQUALITY) |
1413 |
> |
{ |
1414 |
> |
/* Render mesh using display lists */ |
1415 |
> |
smRender(smMesh,view,qual); |
1416 |
|
return; |
1417 |
+ |
} |
1418 |
|
|
1419 |
+ |
/* Viewer is STATIONARY */ |
1420 |
|
|
1421 |
< |
|
1422 |
< |
d = DIST(view->vp,SM_VIEW_CENTER(smMesh)); |
1423 |
< |
if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh)) |
1421 |
> |
/* Has view moved epsilon from canonical view? (epsilon= percentage |
1422 |
> |
(SM_VIEW_FRAC) of running average of the distance of the sample points |
1423 |
> |
from the canonical view */ |
1424 |
> |
if(DIST(view->vp,SM_VIEW_CENTER(smMesh)) > SM_ALLOWED_VIEW_CHANGE(smMesh)) |
1425 |
|
{ |
1426 |
< |
/* Re-build the mesh */ |
1427 |
< |
#ifdef TEST_DRIVER |
1428 |
< |
odev.v = *view; |
1429 |
< |
#endif |
1430 |
< |
mark_tris_in_frustum(view); |
1431 |
< |
smRebuild_mesh(smMesh,view); |
1426 |
> |
/* Must rebuild mesh with current view as new canonical view */ |
1427 |
> |
smRebuild_mesh(smMesh,view); |
1428 |
> |
/* Existing display lists and tonemapping are no longer valid */ |
1429 |
> |
clear_display_lists(); |
1430 |
> |
smCompute_mapping = TRUE; |
1431 |
> |
/* Render all the triangles in the new mesh */ |
1432 |
> |
smRender(smMesh,view,qual+1); |
1433 |
|
} |
1434 |
< |
/* This is our final update iff qual==100 and view==&odev.v */ |
1435 |
< |
last_update = qual>=100 && view==&(odev.v); |
1436 |
< |
/* Check if we should draw ALL triangles in current frustum */ |
644 |
< |
if(smClean_notify || smNew_tri_cnt > SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT) |
645 |
< |
{ |
646 |
< |
#ifdef TEST_DRIVER |
647 |
< |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
648 |
< |
#else |
649 |
< |
if ( SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh)) |
1434 |
> |
else |
1435 |
> |
/* Has a complete redraw been requested ?*/ |
1436 |
> |
if(smClean_notify) |
1437 |
|
{ |
1438 |
< |
tmClearHisto(); |
1439 |
< |
tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); |
653 |
< |
tmComputeMapping(0.,0.,0.); |
654 |
< |
tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh), |
655 |
< |
SM_NUM_SAMP(smMesh)); |
1438 |
> |
smIncremental = FALSE; |
1439 |
> |
smRender(smMesh,view,qual); |
1440 |
|
} |
657 |
– |
#endif |
658 |
– |
mark_tris_in_frustum(view); |
659 |
– |
if (qual <= 75) |
660 |
– |
smRender_stree(smMesh,qual); |
1441 |
|
else |
662 |
– |
smRender_mesh(smMesh,view->vp,last_update); |
663 |
– |
#ifdef TEST_DRIVER |
664 |
– |
glFlush(); |
665 |
– |
glutSwapBuffers(); |
666 |
– |
#endif |
667 |
– |
} |
668 |
– |
/* Do an incremental update instead */ |
669 |
– |
else |
670 |
– |
{ |
671 |
– |
if(!smNew_tri_cnt) |
672 |
– |
return; |
673 |
– |
#ifdef TEST_DRIVER |
674 |
– |
glDrawBuffer(GL_FRONT); |
675 |
– |
#else |
676 |
– |
t = SM_TONE_MAP(smMesh); |
677 |
– |
if(t == 0) |
1442 |
|
{ |
1443 |
< |
tmClearHisto(); |
1444 |
< |
tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); |
1445 |
< |
if(tmComputeMapping(0.,0.,0.) != TM_E_OK) |
682 |
< |
return; |
683 |
< |
} |
684 |
< |
tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t), |
685 |
< |
SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t); |
686 |
< |
|
687 |
< |
#endif |
688 |
< |
smUpdate_Rendered_mesh(smMesh,view->vp,last_update); |
689 |
< |
|
690 |
< |
#ifdef TEST_DRIVER |
691 |
< |
glDrawBuffer(GL_BACK); |
692 |
< |
#endif |
693 |
< |
} |
1443 |
> |
/* Viewer fixed and receiving new samples for the same view */ |
1444 |
> |
if(!smNew_tri_cnt) |
1445 |
> |
return; |
1446 |
|
|
1447 |
< |
SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh); |
1448 |
< |
|
1449 |
< |
if (last_update) |
1447 |
> |
/* If number of new triangles relatively small: do incremental update */ |
1448 |
> |
if(smNew_tri_cnt < SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT) |
1449 |
> |
{ |
1450 |
> |
/* Mark Existing display lists in frustum invalid */ |
1451 |
> |
if(!smIncremental) |
1452 |
> |
{ |
1453 |
> |
smInvalidate_view(smMesh,view); |
1454 |
> |
smIncremental = TRUE; |
1455 |
> |
} |
1456 |
> |
smRender_inc(smMesh,view->vp); |
1457 |
> |
} |
1458 |
> |
else |
1459 |
> |
/* Otherwise render all of the active triangles */ |
1460 |
> |
smRender(smMesh,view,qual+1); |
1461 |
> |
} |
1462 |
> |
/* This is our final update iff qual==MAXQUALITY and view==&odev.v */ |
1463 |
> |
if( (qual >= MAXQUALITY) && (view == &(odev.v))) |
1464 |
|
{ |
1465 |
+ |
/* reset rendering flags */ |
1466 |
|
smClean_notify = FALSE; |
1467 |
|
smNew_tri_cnt = 0; |
1468 |
|
smClear_flags(smMesh,T_NEW_FLAG); |