--- ray/src/hd/sm_ogl.c 1998/12/28 18:07:35 3.10 +++ ray/src/hd/sm_ogl.c 1999/03/05 16:33:32 3.14 @@ -6,16 +6,13 @@ static char SCCSid[] = "$SunId$ SGI"; /* * sm_ogl.c + * + * Rendering routines for triangle mesh representation utilizing OpenGL */ #include "standard.h" #include -#ifdef TEST_DRIVER -#include -#include -#include -#endif #include "sm_flag.h" #include "sm_list.h" #include "sm_geom.h" @@ -23,16 +20,24 @@ static char SCCSid[] = "$SunId$ SGI"; #include "sm_stree.h" #include "sm.h" -#ifdef TEST_DRIVER -#include "sm_draw.h" -/*static char smClean_notify = TRUE; -MAKE STATIC LATER: ui.c using for now; - */ -char smClean_notify = TRUE; -#else -static int smClean_notify = TRUE; -#endif +static int smClean_notify = TRUE; /*If true:Do full redraw on next update*/ +static int smCompute_mapping = TRUE;/*If true:re-tonemap on next update */ +static int smIncremental = FALSE; /*If true: there has been incremental + rendering since last full draw */ +#define SM_RENDER_FG 0 /* Render foreground tris only*/ +#define SM_RENDER_BG 1 /* Render background tris only */ +#define SM_RENDER_MIXED 4 /* Render mixed tris only */ +#define SM_RENDER_CULL 8 /* Perform view frustum culling */ +#define BASE 1 +#define DIR 2 +/* FOR DISPLAY LIST RENDERING: **********************************************/ +#define SM_DL_LEVELS 2 /* # of levels down to create display lists */ +#define SM_DL_LISTS 42 /* # of qtree nodes in tree at above level: + should be 2*(4^(SM_DL_LEVELS+1)-1)/(4-1) */ +static GLuint Display_lists[SM_DL_LISTS][2] = {0}; +/****************************************************************************/ +/* FOR APPROXIMATION RENDERING **********************************************/ typedef struct { float dist; /* average distance */ BYTE rgb[3]; /* average color */ @@ -45,17 +50,29 @@ typedef struct { static QT_LUENT *qt_htbl = NULL; /* quadtree cache */ static int qt_hsiz = 0; /* quadtree cache size */ +/****************************************************************************/ +/* For DEPTH SORTING ********************************************************/ +typedef struct _T_DEPTH { + int tri; + double depth; +}T_DEPTH; +/**********************************************************************/ + /* - * smClean() : display has been wiped clean - * + * smClean(tmflag) : display has been wiped clean + * int tmflag; * Called after display has been effectively cleared, meaning that all * geometry must be resent down the pipeline in the next call to smUpdate(). + * If tmflag is set, tone-mapping should be performed */ -smClean() +smClean(tmflag) + int tmflag; { smClean_notify = TRUE; + if(tmflag) + smCompute_mapping = TRUE; } int @@ -168,10 +185,10 @@ int lvl; if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0)) { /* compute children */ qtSubdivide_tri(v0,v1,v2,a,b,c); - rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,a,c,sm,lvl-1); - rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),a,v1,b,sm,lvl-1); - rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),c,b,v2,sm,lvl-1); - rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),b,c,a,sm,lvl-1); + rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,c,b,sm,lvl-1); + rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),c,v1,a,sm,lvl-1); + rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),b,a,v2,sm,lvl-1); + rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),a,b,c,sm,lvl-1); } if (QT_IS_EMPTY(le->qt)) { /* let's make some data! */ @@ -194,16 +211,16 @@ int lvl; { /* from triangle set */ OBJECT *os; int s0, s1, s2; - + os = qtqueryset(qt); - for (n = os[0]; n; n--) + for (i = os[0]; i; i--) { - if(SM_IS_NTH_T_BASE(sm,os[n])) + if(SM_IS_NTH_T_BASE(sm,os[i])) continue; - tri = SM_NTH_TRI(sm,os[n]); + tri = SM_NTH_TRI(sm,os[i]); if(!T_IS_VALID(tri)) continue; - + n++; s0 = T_NTH_V(tri,0); s1 = T_NTH_V(tri,1); s2 = T_NTH_V(tri,2); @@ -223,7 +240,7 @@ int lvl; rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2] + SM_NTH_RGB(sm,s2)[2]; } - n = 3*os[0]; + n *= 3; } if (!n) return(NULL); @@ -250,7 +267,7 @@ int lvl; } -smRender_stree_level(sm,lvl) +smRender_approx_stree_level(sm,lvl) SM *sm; int lvl; { @@ -260,7 +277,7 @@ int lvl; STREE *st; - if (lvl < 1) + if (lvl < 0) return; st = SM_LOCATOR(sm); glPushAttrib(GL_LIGHTING_BIT); @@ -270,28 +287,49 @@ int lvl; { qt = ST_ROOT_QT(st,i); qtRender_level(qt,ST_NTH_V(st,i,0),ST_NTH_V(st,i,1),ST_NTH_V(st,i,2), - sm,lvl-1); + sm,lvl); } glEnd(); glPopAttrib(); } - -smRender_stree(sm, qual) /* render some quadtree triangles */ +/* + * smRender_approx(sm,qual,view) + * SM *sm; : mesh + * int qual; : quality level + * VIEW *view; : current view + * + * Renders an approximation to the current mesh based on the quadtree + * subdivision. The quadtree is traversed to a level (based upon the quality: + * the lower the quality, the fewer levels visited, and the coarser, and + * faster, the approximation). The quadtree triangles are drawn relative to + * the current viewpoint, with a depth and color averaged from all of the + * triangles that lie beneath the node. + */ +smRender_approx(sm, qual,view) SM *sm; int qual; +VIEW *view; { - int i, ntarget; + int i, n,ntarget; int lvlcnt[QT_MAX_LEVELS]; STREE *st; + int4 *active_flag; if (qual <= 0) return; + smCull(sm,view,SM_ALL_LEVELS); /* compute rendering target */ ntarget = 0; - SM_FOR_ALL_ACTIVE_TRIS(sm,i) - ntarget++; - ntarget = ntarget*qual/100; + + active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); + for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) + if(active_flag[n]) + for(i=0; i < 32; i++) + if(active_flag[n] & (1L << i)) + ntarget++; + + ntarget = ntarget*qual/MAXQUALITY; if (!ntarget) return; for (i = QT_MAX_LEVELS; i--; ) @@ -305,301 +343,1053 @@ int qual; if (ntarget < lvlcnt[i+1]) break; /* compute and render target level */ - smRender_stree_level(sm,i); + smRender_approx_stree_level(sm,i); } +#define render_tri(v0,v1,v2,rgb0,rgb1,rgb2) \ + {glColor3ub(rgb0[0],rgb0[1],rgb0[2]); glVertex3fv(v0); \ + glColor3ub(rgb1[0],rgb1[1],rgb1[2]); glVertex3fv(v1); \ + glColor3ub(rgb2[0],rgb2[1],rgb2[2]); glVertex3fv(v2);} -smRender_tri(sm,i,vp,clr) + +render_bg_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,d) + float v0[3],v1[3],v2[3]; + BYTE rgb0[3],rgb1[3],rgb2[3]; + FVECT vp,vc; + double d; + { + double p[3]; + + glColor3ub(rgb0[0],rgb0[1],rgb0[2]); + VSUB(p,v0,vc); + if(dev_zmin >= 0.99) + { + p[0] *= d; + p[1] *= d; + p[2] *= d; + } + VADD(p,p,vp); + glVertex3dv(p); + + glColor3ub(rgb1[0],rgb1[1],rgb1[2]); + VSUB(p,v1,vc); + if(dev_zmin >= 0.99) + { + p[0] *= d; + p[1] *= d; + p[2] *= d; + } + VADD(p,p,vp); + glVertex3dv(p); + + + glColor3ub(rgb2[0],rgb2[1],rgb2[2]); + VSUB(p,v2,vc); + if(dev_zmin >= 0.99) + { + p[0] *= d; + p[1] *= d; + p[2] *= d; + VADD(p,p,vp); + glVertex3dv(p); + } + } + + +/* + * render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,b0,b1,b2) + * float v0[3],v1[3],v2[3]; : triangle vertex coordinates + * BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs + * int b0,b1,b2; : background or base vertex flag + * + * render foreground or base vertex color as average of the background + * vertex RGBs. + */ +render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,bg0,bg1,bg2) +float v0[3],v1[3],v2[3]; +BYTE rgb0[3],rgb1[3],rgb2[3]; +FVECT vp,vc; +int bg0,bg1,bg2; +{ + double d,p[3]; + int j,cnt,rgb[3],base; + + base = bg0==BASE || bg1==BASE || bg2==BASE; + + if(base) + { + cnt = 0; + rgb[0] = rgb[1] = rgb[2] = 0; + if(bg0 != BASE) + { + IADDV3(rgb,rgb0); + cnt++; + } + if(bg1 !=BASE) + { + IADDV3(rgb,rgb1); + cnt++; + } + if(bg2 != BASE) + { + IADDV3(rgb,rgb2); + cnt++; + } + IDIVV3(rgb,cnt); + } + + if(bg0== BASE) + glColor3ub(rgb[0],rgb[1],rgb[2]); + else + glColor3ub(rgb0[0],rgb0[1],rgb0[2]); + + if(!bg0) + { + VSUB(p,v0,vp); + normalize(p); + IADDV3(p,vc); + glVertex3dv(p); + } + else + glVertex3fv(v0); + + if(bg1== BASE) + glColor3ub(rgb[0],rgb[1],rgb[2]); + else + glColor3ub(rgb1[0],rgb1[1],rgb1[2]); + + if(!bg1) + { + VSUB(p,v1,vp); + normalize(p); + IADDV3(p,vc); + glVertex3dv(p); + } + else + glVertex3fv(v1); + + if(bg2== BASE) + glColor3ub(rgb[0],rgb[1],rgb[2]); + else + glColor3ub(rgb2[0],rgb2[1],rgb2[2]); + + if(!bg2) + { + VSUB(p,v2,vp); + normalize(p); + IADDV3(p,vc); + glVertex3dv(p); + } + else + glVertex3fv(v2); +} + +/* + * smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb) + * SM *sm; : mesh + * FVECT vp; : current viewpoint + * int4 *t_flag,*bg_flag; : triangle flags: t_flag is generic, + * and bg_flag indicates if background tri; + * float (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors + * + * Sequentially gos through triangle list and renders all valid tris who + * have t_flag set, and bg_flag set. + */ + +smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb) SM *sm; -int i; FVECT vp; -int clr; +int4 *t_flag,*bg_flag; +float (*wp)[3]; +BYTE (*rgb)[3]; { + double d; + int v0_id,v1_id,v2_id; + int i,n,bg0,bg1,bg2; TRI *tri; - double ptr[3]; - int j; - tri = SM_NTH_TRI(sm,i); - if (clr) SM_CLR_NTH_T_NEW(sm,i); - for(j=0; j <= 2; j++) + glMatrixMode(GL_MODELVIEW); + + glPushMatrix(); + glTranslated(vp[0],vp[1],vp[2]); + /* The points are a distance of 1 away from the origin: if necessary scale + so that they fit in frustum and are therefore not clipped away + */ + if(dev_zmin >= 0.99) { + d = (dev_zmin+dev_zmax)/2.0; + glScaled(d,d,d); + } + /* move relative to the new view */ + /* move points to unit sphere at origin */ + glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], + -SM_VIEW_CENTER(sm)[2]); + glBegin(GL_TRIANGLES); + for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) + if(t_flag[n] & bg_flag[n]) + for(i=0; i < 32; i++) + if(t_flag[n] & bg_flag[n] & (1L << i)) + { + tri = SM_NTH_TRI(sm,(n<<5)+i); + v0_id = T_NTH_V(tri,0); + v1_id = T_NTH_V(tri,1); + v2_id = T_NTH_V(tri,2); + bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; + bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; + bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; + if(bg0==DIR && bg1==DIR && bg2==DIR) + render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], + rgb[v2_id]) + else + render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], + rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); + } + glEnd(); + + glPopMatrix(); + +} +/* + * render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2) + * float v0[3],v1[3],v2[3]; : triangle vertex coordinates + * BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs + * FVECT vp; : current viewpoint + * int b0,b1,b2; : vertex base flag + * + * render base vertex color as average of the non-base vertex RGBs. The + * base vertex coordinate is taken as the stored vector, scaled out by + * the average distance to the non-base vertices + */ +render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2) +float v0[3],v1[3],v2[3]; +BYTE rgb0[3],rgb1[3],rgb2[3]; +FVECT vp; +int b0,b1,b2; +{ + int cnt; + int rgb[3]; + double d; + double p[3]; + + cnt = 0; + rgb[0] = rgb[1] = rgb[2] = 0; + d = 0.0; + + if(b0&&b1&&b2) + return; + /* First calculate color and coordinates + for base vertices based on world space vertices*/ + if(!b0) + { + IADDV3(rgb,rgb0); + d += DIST(v0,vp); + cnt++; + } + if(!b1) + { + IADDV3(rgb,rgb1); + d += DIST(v1,vp); + cnt++; + } + if(!b2) + { + IADDV3(rgb,rgb2); + d += DIST(v2,vp); + cnt++; + } + IDIVV3(rgb,cnt); + d /= (double)cnt; + + /* Now render triangle */ + if(b0) + { + glColor3ub(rgb[0],rgb[1],rgb[2]); + SUBV3(p,v0,vp); + ISCALEV3(p,d); + IADDV3(p,vp); + glVertex3dv(p); + } + else + { + glColor3ub(rgb0[0],rgb0[1],rgb0[2]); + glVertex3fv(v0); + } + if(b1) + { + glColor3ub(rgb[0],rgb[1],rgb[2]); + SUBV3(p,v1,vp); + ISCALEV3(p,d); + IADDV3(p,vp); + glVertex3dv(p); + } + else + { + glColor3ub(rgb1[0],rgb1[1],rgb1[2]); + glVertex3fv(v1); + } + if(b2) + { + glColor3ub(rgb[0],rgb[1],rgb[2]); + SUBV3(p,v2,vp); + ISCALEV3(p,d); + IADDV3(p,vp); + glVertex3dv(p); + } + else + { + glColor3ub(rgb2[0],rgb2[1],rgb2[2]); + glVertex3fv(v2); + } +} +/* + * smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb) + * SM *sm; : mesh + * FVECT vp; : current viewpoint + * int4 *t_flag,*bg_flag; : triangle flags: t_flag is generic,bg_flag + * indicates if background tri; + * float (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors + * + * Sequentially gos through triangle list and renders all valid tris who + * have t_flag set, and NOT bg_flag set. + */ +smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb) +SM *sm; +FVECT vp; +int4 *t_flag,*bg_flag; +float (*wp)[3]; +BYTE (*rgb)[3]; +{ + TRI *tri; + int i,n,b0,b1,b2; + int v0_id,v1_id,v2_id; + + glBegin(GL_TRIANGLES); + for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) + if(t_flag[n]) + for(i=0; i < 32; i++) + if(t_flag[n] & (1L << i) & ~bg_flag[n]) + { + tri = SM_NTH_TRI(sm,(n<<5)+i); + v0_id = T_NTH_V(tri,0); + v1_id = T_NTH_V(tri,1); + v2_id = T_NTH_V(tri,2); + b0 = SM_BASE_ID(sm,v0_id); + b1 = SM_BASE_ID(sm,v1_id); + b2 = SM_BASE_ID(sm,v2_id); + if(b0 || b1 || b2) + render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], + rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); + else + render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], + rgb[v2_id]) + } + glEnd(); + +} + + +int +compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) +{ + double d; + + d = td2->depth-td1->depth; + if(d > 0.0) + return(1); + if(d < 0.0) + return(-1); + return(0); + +} + #ifdef DEBUG - if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j))) - eputs("SmRenderTri(): shouldnt have bg samples\n"); +#define freebuf(b) tempbuf(-1) #endif - glColor3ub(SM_NTH_RGB(sm,T_NTH_V(tri,j))[0], - SM_NTH_RGB(sm,T_NTH_V(tri,j))[1], - SM_NTH_RGB(sm,T_NTH_V(tri,j))[2]); - VCOPY(ptr,SM_T_NTH_WV(sm,tri,j)); - glVertex3d(ptr[0],ptr[1],ptr[2]); + +char * +tempbuf(len) /* get a temporary buffer */ +unsigned len; +{ + extern char *malloc(), *realloc(); + static char *tempbuf = NULL; + static unsigned tempbuflen = 0; + +#ifdef DEBUG + static int in_use=FALSE; + + if(len == -1) + { + in_use = FALSE; + return(NULL); + } + if(in_use) + { + eputs("Buffer in use:cannot allocate:tempbuf()\n"); + return(NULL); + } +#endif + if (len > tempbuflen) { + if (tempbuflen > 0) + tempbuf = realloc(tempbuf, len); + else + tempbuf = malloc(len); + tempbuflen = tempbuf==NULL ? 0 : len; + } +#ifdef DEBUG + in_use = TRUE; +#endif + return(tempbuf); +} + +/* + * smOrder_new_tris(sm,vp,td) + * SM *sm; : mesh + * FVECT vp; : current viewpoint + * T_DEPTH *td; : holds returned list of depth sorted tris + * + * Creates list of all new tris, with their distance from the current + * viewpoint, and sorts the list based on this distance + */ +smOrder_new_tris(sm,vp,td) +SM *sm; +FVECT vp; +T_DEPTH *td; +{ + int n,i,j,tcnt,v; + TRI *tri; + double d,min_d; + FVECT diff; + int4 *new_flag,*bg_flag; + + tcnt=0; + new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); + bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); + for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) + if(new_flag[n] & ~bg_flag[n]) + for(i=0; i < 32; i++) + if(new_flag[n] & (1L << i) & ~bg_flag[n]) + { + tri = SM_NTH_TRI(sm,(n<<5)+i); + td[tcnt].tri = (n << 5)+i; + min_d = -1; + for(j=0;j < 3;j++) + { + v = T_NTH_V(tri,j); + VSUB(diff,SM_NTH_WV(sm,v),vp); + d = DOT(diff,diff); + if(min_d == -1 || d < min_d) + min_d = d; + } + td[tcnt++].depth = min_d; } + td[tcnt].tri = -1; + if(tcnt) + qsort((void *)td,tcnt,sizeof(T_DEPTH),compare_tri_depths); } -smRender_mixed_tri(sm,i,vp,clr) +/* + * smUpdate_tm(sm) : Update the tone-mapping + * SM *sm; : mesh + * + */ +smUpdate_tm(sm) SM *sm; -int i; +{ + int t = SM_TONE_MAP(sm); + + if(t==0 || smCompute_mapping) + { + tmClearHisto(); + tmAddHisto(SM_BRT(sm),SM_NUM_SAMP(sm),1); + if(tmComputeMapping(0.,0.,0.) != TM_E_OK) + return; + t = 0; + smCompute_mapping = FALSE; + } + tmMapPixels(SM_NTH_RGB(sm,t),&SM_NTH_BRT(sm,t),SM_NTH_CHR(sm,t), + SM_NUM_SAMP(sm)-t); + SM_TONE_MAP(sm) = SM_NUM_SAMP(sm); +} + +/* + * smRender_inc(sm,vp) : Incremental update of mesh + * SM * sm; : mesh + * FVECT vp; : current view point + * + * If a relatively small number of new triangles have been created, + * do an incremental update. Render new triangles with depth buffering + * turned off, if the current viewpoint is not the same as canonical view- + * point, must use painter's approach to resolve visibility:first depth sort + * triangles, then render back-to-front. +*/ +smRender_inc(sm,vp) +SM *sm; FVECT vp; -int clr; { + int i,n,v0_id,v1_id,v2_id,b0,b1,b2; TRI *tri; - double p[3],d; - int j,ids[3],cnt; - int rgb[3]; + float (*wp)[3]; + BYTE (*rgb)[3]; + int4 *new_flag,*bg_flag; + T_DEPTH *td = NULL; - tri = SM_NTH_TRI(sm,i); - if (clr) SM_CLR_NTH_T_NEW(sm,i); + smUpdate_tm(sm); - /* NOTE:Triangles are defined clockwise:historical relative to spherical - tris: could change + /* For all of the NEW triangles (since last update): assume + ACTIVE. Go through and sort on depth value (from vp). Turn + Depth Buffer test off and render back-front */ - cnt = 0; - d = 0.0; - rgb[0] = rgb[1] = rgb[2] = 0; - for(j=0;j < 3;j++) + if(!EQUAL_VEC3(SM_VIEW_CENTER(sm),vp)) { - ids[j] = T_NTH_V(tri,j); - if(!SM_BG_SAMPLE(sm,ids[j])) - { - rgb[0] += SM_NTH_RGB(sm,ids[j])[0]; - rgb[1] += SM_NTH_RGB(sm,ids[j])[1]; - rgb[2] += SM_NTH_RGB(sm,ids[j])[2]; - cnt++; - d += DIST(vp,SM_NTH_WV(sm,ids[j])); - } + /* Must depth sort if view points do not coincide */ + td = (T_DEPTH *)tempbuf(smNew_tri_cnt*sizeof(T_DEPTH)); + if(td) + smOrder_new_tris(sm,vp,td); +#ifdef DEBUG + else + eputs("Cant create list:wont depth sort:smUpdate_incremental\n"); +#endif } - if(cnt > 1) + wp = SM_WP(sm); + rgb =SM_RGB(sm); + new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); + bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); + /* Turn Depth Test off -- using Painter's algorithm */ + glPushAttrib(GL_DEPTH_BUFFER_BIT); + glDepthFunc(GL_ALWAYS); + + smRender_bg_tris(sm,vp,new_flag,bg_flag,wp,rgb); + if(!td) + smRender_fg_tris(sm,vp,new_flag,bg_flag,wp,rgb); + else { - rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt; - d /= (double)cnt; - } - for(j=0; j <= 2; j++) + glBegin(GL_TRIANGLES); + for(i=0; td[i].tri != -1;i++) + { + tri = SM_NTH_TRI(sm,td[i].tri); + /* Dont need to check for valid tri because flags are + cleared on delete + */ + v0_id = T_NTH_V(tri,0); + v1_id = T_NTH_V(tri,1); + v2_id = T_NTH_V(tri,2); + b0 = SM_BASE_ID(sm,v0_id); + b1 = SM_BASE_ID(sm,v1_id); + b2 = SM_BASE_ID(sm,v2_id); + if(b0 || b1 || b2) + render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], + rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); + else + render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], + rgb[v2_id]) + } + glEnd(); + freebuf(td); + } + /* Restore Depth Test */ + glPopAttrib(); +} + +/* + * smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,max_level,leaf_cnt,which) + * SM *sm; : mesh + * QUADTREE qt; : quadtree base node + * FVECT vp; : current viewpoint + * float (*wp)[3]; : array of sample points + * BYTE (*rgb)[3]; : array of RGB values for samples + * int i,level_i,level,max_level,leaf_cnt; + * : variables to keep track of where + * we are in the quadtree traversal in order to map nodes to + * corresponding array locations, where nodes are stored in breadth- + * first order. i is the index of the current node,level_i is the + * index of the first node on the current quadtree level, max_level is + * the maximum number of levels to traverse, and leaf_cnt is the number + * of leaves on the current level + * int which; flag indicates whether to render fg or bg tris + * + * + * Render the tris stored in qtree using display lists. For each node at + * the leaf or max_level, call the display_list if it exists, else traverse + * down the subtree and render the nodes into a new display list which is + * stored for future use. + */ +smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,level,max_level,leaf_cnt,which) +SM *sm; +QUADTREE qt; +FVECT vp; +float (*wp)[3]; +BYTE (*rgb)[3]; +int i,level_i,level,max_level,leaf_cnt; +int which; +{ + int j; + + if(QT_IS_EMPTY(qt)) + return; + + if(QT_IS_LEAF(qt) || level == max_level) { - if(SM_BG_SAMPLE(sm,ids[j])) + if(QT_IS_LEAF(qt)) { - glColor3ub(rgb[0],rgb[1],rgb[2]); - VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm)); - p[0] *= d; - p[1] *= d; - p[2] *= d; - VADD(p,p,SM_VIEW_CENTER(sm)); + if(!QT_LEAF_IS_FLAG(qt)) + return; } else + if(!QT_IS_FLAG(qt)) + return; + + if(!Display_lists[i][which]) { - glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1], - SM_NTH_RGB(sm,ids[j])[2]); - VCOPY(p,SM_NTH_WV(sm,ids[j])); + Display_lists[i][which] = i+1 + which*SM_DL_LISTS; + glNewList(Display_lists[i][which],GL_COMPILE_AND_EXECUTE); + smClear_flags(sm,T_NEW_FLAG); + glBegin(GL_TRIANGLES); + smRender_qtree(sm,qt,vp,wp,rgb,which,FALSE); + glEnd(); + glEndList(); } - glVertex3d(p[0],p[1],p[2]); - } + else + { + glCallList(Display_lists[i][which]); + } + } + else + if(QT_IS_FLAG(qt)) + { + i = ((i - level_i)<< 2) + level_i + leaf_cnt; + level_i += leaf_cnt; + leaf_cnt <<= 2; + for(j=0; j < 4; j++) + smRender_qtree_dl(sm,QT_NTH_CHILD(qt,j),vp,wp,rgb, + i+j,level_i,level+1,max_level,leaf_cnt,which); + } + } -smRender_bg_tri(sm,i,vp,d,clr) +/* + * smRender_qtree(sm,qt,vp,wp,rgb,which,cull) : Render the tris stored in qtree + * SM *sm; : mesh + * QUADTREE qt; : quadtree base node + * FVECT vp; : current viewpoint + * float (*wp)[3] : array of sample points + * BYTE (*rgb)[3] : array of RGB values for samples + * int which; : flag indicates whether to render fg or bg tris + * int cull; : if true, only traverse active (flagged) nodes + * + */ +smRender_qtree(sm,qt,vp,wp,rgb,which,cull) SM *sm; -int i; +QUADTREE qt; FVECT vp; -double d; -int clr; +float (*wp)[3]; +BYTE (*rgb)[3]; +int which,cull; { - double p[3]; - int j,id; - TRI *tri; + int i; - tri = SM_NTH_TRI(sm,i); - if (clr) SM_CLR_NTH_T_NEW(sm,i); + if(QT_IS_EMPTY(qt)) + return; - /* NOTE:Triangles are defined clockwise:historical relative to spherical - tris: could change - */ - for(j=0; j <= 2; j++) + if(QT_IS_LEAF(qt)) { - id = T_NTH_V(tri,j); - glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1], - SM_NTH_RGB(sm,id)[2]); - VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm)); - if(dev_zmin >= 0.99) - { - p[0] *= d; - p[1] *= d; - p[2] *= d; - } - VADD(p,p,vp); - glVertex3d(p[0],p[1],p[2]); + TRI *t; + OBJECT *optr; + int t_id,v0_id,v1_id,v2_id,bg0,bg1,bg2; + + if(cull && !QT_LEAF_IS_FLAG(qt)) + return; + + optr = qtqueryset(qt); + for (i = QT_SET_CNT(optr),optr = QT_SET_PTR(optr);i > 0; i--) + { + t_id = QT_SET_NEXT_ELEM(optr); + t = SM_NTH_TRI(sm,t_id); + if(!T_IS_VALID(t) || (cull &&!SM_IS_NTH_T_ACTIVE(sm,t_id)) || + SM_IS_NTH_T_NEW(sm,t_id)) + continue; + + bg0 = SM_IS_NTH_T_BG(sm,t_id); + if((which== SM_RENDER_FG && bg0) || (which== SM_RENDER_BG && !bg0)) + continue; + + v0_id = T_NTH_V(t,0); + v1_id = T_NTH_V(t,1); + v2_id = T_NTH_V(t,2); + if(bg0) + { + bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; + bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; + bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; + SM_SET_NTH_T_NEW(sm,t_id); + if(bg0==DIR && bg1==DIR && bg2==DIR) + render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], + rgb[v2_id]) + else + render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], + rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); + } + else + { + SM_SET_NTH_T_NEW(sm,t_id); + bg0 = SM_BASE_ID(sm,v0_id); + bg1 = SM_BASE_ID(sm,v1_id); + bg2 = SM_BASE_ID(sm,v2_id); + if(bg0 || bg1 || bg2) + render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], + rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),bg0,bg1,bg2); + else + render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], + rgb[v2_id]) + } + } } + else + if(!cull || QT_IS_FLAG(qt)) + for(i=0; i < 4; i++) + smRender_qtree(sm,QT_NTH_CHILD(qt,i),vp,wp,rgb,which,cull); } -smRender_mesh(sm,vp,clr) +/* + * smRender_mesh(sm,view,cull) : Render mesh Triangles + * SM *sm; : mesh + * VIEW *view; : current view + * int cull; : cull Flag + * + * If cull is TRUE, first mark tris in current + * frustum and only render them. Normally, cull will be FALSE only if + * it is known that all tris lie in frustum, e.g. after a rebuild + * + */ +smRender_mesh(sm,view,cull) SM *sm; -FVECT vp; -int clr; +VIEW *view; +int cull; { + float (*wp)[3]; + BYTE (*rgb)[3]; int i; - TRI *tri; - double ptr[3],d; - int j; + STREE *st= SM_LOCATOR(sm); - d = (dev_zmin+dev_zmax)/2.0; + smUpdate_tm(sm); + + wp = SM_WP(sm); + rgb =SM_RGB(sm); + + smClear_flags(sm,T_NEW_FLAG); + + if(cull) + smCull(sm,view,SM_ALL_LEVELS); + + glPushAttrib(GL_DEPTH_BUFFER_BIT); - - /* First draw background polygons */ glDisable(GL_DEPTH_TEST); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + /* move relative to the new view */ + glTranslated(view->vp[0],view->vp[1],view->vp[2]); + + + /* The points are a distance of 1 away from the origin: if necessary + scale so that they fit in frustum and are therefore not clipped away + */ + if(dev_zmin >= 0.99) + { + double d; + + d = (dev_zmin+dev_zmax)/2.0; + glScaled(d,d,d); + } + /* move points to unit sphere at origin */ + glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], + -SM_VIEW_CENTER(sm)[2]); + glBegin(GL_TRIANGLES); - SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i) - smRender_bg_tri(sm,i,vp,d,clr); + for(i=0; i < ST_NUM_ROOT_NODES; i++) + smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_BG,cull); glEnd(); + + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glBegin(GL_TRIANGLES); - SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i) - { - if(!SM_MIXED_TRI(sm,i)) - smRender_tri(sm,i,vp,clr); - else - smRender_mixed_tri(sm,i,vp,clr); - } + for(i=0; i < ST_NUM_ROOT_NODES; i++) + smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_FG,cull); glEnd(); glPopAttrib(); } -smRender_tri_edges(sm,i) +/* + * smRender_mesh_dl(sm,view) : Render stree utilizing display lists + * SM *sm; : mesh + * VIEW *view; : current view + */ +smRender_mesh_dl(sm,view) SM *sm; -int i; +VIEW *view; { - TRI *tri; - int j; - double ptr[3]; + float (*wp)[3]; + BYTE (*rgb)[3]; + STREE *st; + int i; + if(SM_DL_LEVELS == 0) + { + if(!Display_lists[0][0]) + { + Display_lists[0][0] = 1; + glNewList(Display_lists[0][0],GL_COMPILE_AND_EXECUTE); + smRender_mesh(sm,view,FALSE); + glEndList(); + } + else + glCallList(Display_lists[0][0]); - tri = SM_NTH_TRI(sm,i); + return; + } + smCull(sm,view,SM_DL_LEVELS); - for(j=0; j <= 2; j++) - { - VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,j))); - glVertex3d(ptr[0],ptr[1],ptr[2]); - VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,(j+1)%3))); - glVertex3d(ptr[0],ptr[1],ptr[2]); - } + st = SM_LOCATOR(sm); + + wp = SM_WP(sm); + rgb =SM_RGB(sm); + + /* For all active quadtree nodes- first render bg tris, then fg */ + /* If display list exists, use otherwise create/display list */ + glPushAttrib(GL_DEPTH_BUFFER_BIT); + glDisable(GL_DEPTH_TEST); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + + /* move relative to the new view */ + glTranslated(view->vp[0],view->vp[1],view->vp[2]); + + /* The points are a distance of 1 away from the origin: if necessary + scale so that they fit in frustum and are therefore not clipped away + */ + if(dev_zmin >= 0.99) + { + double d; + d = (dev_zmin+dev_zmax)/2.0; + glScaled(d,d,d); + } + /* move points to unit sphere at origin */ + glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], + -SM_VIEW_CENTER(sm)[2]); + for(i=0; i < ST_NUM_ROOT_NODES; i++) + smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1, + SM_DL_LEVELS,8,SM_RENDER_BG); + glPopMatrix(); + + glEnable(GL_DEPTH_TEST); + for(i=0; i < ST_NUM_ROOT_NODES; i++) + smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1, + SM_DL_LEVELS,8,SM_RENDER_FG); + glPopAttrib(); } -int -compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) + + +/* + * smRender_tris(sm,view,render_flag) : Render all of the mesh triangles + * SM *sm : current geometry + * VIEW *view : current view + * int render_flag : if render_flag & SM_RENDER_CULL: do culling first + * + * Renders mesh by traversing triangle list and drawing all active tris- + * background tris first, then foreground and mixed tris + */ +smRender_tris(sm,view,render_flag) +SM *sm; +VIEW *view; +int render_flag; { - double d; + int4 *active_flag,*bg_flag; + float (*wp)[3]; + BYTE (*rgb)[3]; - d = td2->depth-td1->depth; - - if(d > 0.0) - return(1); - if(d < 0.0) - return(-1); - - return(0); + wp = SM_WP(sm); + rgb =SM_RGB(sm); + active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); + bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); + + if(render_flag & SM_RENDER_CULL) + smCull(sm,view,SM_ALL_LEVELS); + + /* Render triangles made up of points at infinity by turning off + depth-buffering and projecting the points onto a sphere around the view*/ + glPushAttrib(GL_DEPTH_BUFFER_BIT); + glDisable(GL_DEPTH_TEST); + smRender_bg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb); + + /* Render triangles containing world-space points */ + glEnable(GL_DEPTH_TEST); + smRender_fg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb); + + glPopAttrib(); + } -LIST -*smDepth_sort_tris(sm,vp,td) -SM *sm; -FVECT vp; -T_DEPTH *td; +/* Clear all of the display lists */ +clear_display_lists() { - int i,j,t_id,v; - TRI *tri; - double d,min_d; - LIST *tlist=NULL; + int i; + for(i=0; i< SM_DL_LISTS; i++) + { + if(Display_lists[i][0]) + { /* Clear the foreground display list */ + glDeleteLists(Display_lists[i][0],1); + Display_lists[i][0] = 0; + } + if(Display_lists[i][1]) + { /* Clear the background display list */ + glDeleteLists(Display_lists[i][1],1); + Display_lists[i][1] = 0; + } + } +} - i = 0; - SM_FOR_ALL_NEW_TRIS(sm,t_id) +/* + * qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) :clear display lists + * QUADTREE *qt; : Quadtree node + * int i; : index into list of display lists for this node + * int level_i; : index for first node at this level + * int level,max_level; : current level, maximum level to descend + * int leaf_cnt; : number of leaves at this level + * + * For each node under this node that has its flag set: delete all + * existing display lists. Display lists are stored in an array indexed as + * if the quadtree was traversed in a breadth first order (indices 0-7 are + * the 8 quadtree roots, indices 8-11 the first level children of root 0, + * indices 12-15 the children of root 1, etc). It is assumes that the display + * lists will only be stored for a small number of levels: if this is not + * true, a hashing scheme would work better for storing/retrieving the + * display lists + */ +qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) +QUADTREE qt; +int i,level_i,level,max_level,leaf_cnt; +{ + int j; + + if(QT_IS_EMPTY(qt)) + return; + if(QT_IS_LEAF(qt) || level== max_level) { - if(SM_BG_TRI(sm,t_id)) + if(QT_IS_LEAF(qt)) { - tlist = push_data(tlist,t_id); - continue; + if(!QT_LEAF_IS_FLAG(qt)) + return; } - tri = SM_NTH_TRI(sm,t_id); -#ifdef DEBUG - if(i >= smNew_tri_cnt) + else + if(!QT_IS_FLAG(qt)) + return; + if(Display_lists[i][0]) { - eputs("smDepth_sort_tris():More tris than reported by smNew_tri_cnt\n"); - break; + glDeleteLists(Display_lists[i][0],1); + Display_lists[i][0] = 0; } -#endif - td[i].tri = t_id; - min_d = -1; - for(j=0;j < 3;j++) + if(Display_lists[i][1]) { - v = T_NTH_V(tri,j); - if(!SM_BG_SAMPLE(sm,v)) - { - d = DIST(vp,SM_NTH_WV(sm,v)); - if(min_d == -1 || d < min_d) - min_d = d; - } + glDeleteLists(Display_lists[i][1],1); + Display_lists[i][1] = 0; } - td[i].depth = min_d; - i++; } - td[i].tri = -1; - if(i) - qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths); - return(tlist); + else + if(QT_IS_FLAG(qt)) + { + /* Calculate the index for the first child given the values + of the parent at the current level + */ + i = ((i - level_i)<< 2) + level_i + leaf_cnt; + level_i += leaf_cnt; + leaf_cnt <<= 2; + for(j=0; j < 4; j++) + qtClear_dl(QT_NTH_CHILD(qt,j),i+j,level_i,level+1,max_level, + leaf_cnt); + } } - -smUpdate_Rendered_mesh(sm,vp,clr) +/* + * smInvalidate_view(sm,view) : Invalidate rendering representation for view + * SM *sm; : mesh + * VIEW *view; : current view + * + * Delete the existing display lists for geometry in the current + * view frustum: Called when the geometry in the frustum has been changed + */ +smInvalidate_view(sm,view) SM *sm; -FVECT vp; -int clr; +VIEW *view; { - static T_DEPTH *td= NULL; - static int tsize = 0; int i; - GLint depth_test; - double d; - LIST *bglist; - /* For all of the NEW triangles (since last update): assume - ACTIVE. Go through and sort on depth value (from vp). Turn - Depth Buffer test off and render back-front - */ - /* NOTE: could malloc each time or hard code */ - if(smNew_tri_cnt > tsize) + + if(SM_DL_LEVELS == 0) { - if(td) - free((char *)td); - td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH)); - tsize = smNew_tri_cnt; - } - if(!td) - { - error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n"); - } - bglist = smDepth_sort_tris(sm,vp,td); + if(Display_lists[0][0]) + { + glDeleteLists(Display_lists[0][0],1); + Display_lists[0][0] = 0; + } + return; + } + /* Mark qtree nodes/tris in frustum */ + smCull(sm,view,SM_DL_LEVELS); - /* Turn Depth Test off -- using Painter's algorithm */ - glPushAttrib(GL_DEPTH_BUFFER_BIT); - glDepthFunc(GL_ALWAYS); - d = (dev_zmin+dev_zmax)/2.0; - /* Now render back-to front */ - /* First render bg triangles */ - glBegin(GL_TRIANGLES); - while(bglist) - smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr); - glEnd(); + /* Invalidate display_lists in marked qtree nodes */ + for(i=0; i < ST_NUM_ROOT_NODES; i++) + qtClear_dl(ST_ROOT_QT(SM_LOCATOR(sm),i),i,0,1,SM_DL_LEVELS,8); +} - glBegin(GL_TRIANGLES); - i=0; - while(td[i].tri != -1) - if(!SM_MIXED_TRI(sm,td[i].tri)) - smRender_tri(sm,td[i++].tri,vp,clr); - else - smRender_mixed_tri(sm,td[i++].tri,vp,clr); - glEnd(); - /* Restore Depth Test */ - glPopAttrib(); +/* + * smRender(sm,view, qual): render OpenGL output geometry + * SM *sm; : current mesh representation + * VIEW *view; : desired view + * int qual; : quality level (percentage on linear time scale) + * + * Render the current mesh: + * recompute tone mapping if full redraw and specified: + * if moving (i.e. qual < MAXQUALITY) + * render the cached display lists, if quality drops + * below threshold, render approximation instead + * if stationary + * render mesh geometry without display lists, unless up-to-date + * display lists already exist. + */ +smRender(sm,view,qual) +SM *sm; +VIEW *view; +int qual; +{ + + /* Recompute tone mapping if specified */ + if( qual >= MAXQUALITY && smCompute_mapping) + smUpdate_tm(sm); + + /* Unless quality > MAXQUALITY, render using display lists */ + if(qual <= MAXQUALITY) + { + /* If quality above threshold: render mesh*/ + if(qual > (MAXQUALITY*2/4)) + /* render stree using display lists */ + smRender_mesh_dl(sm,view); + else + /* If quality below threshold, use approximate rendering */ + smRender_approx(sm,qual,view); + } + else + /* render stree without display lists */ + smRender_mesh(sm,view,TRUE); } + /* - * smUpdate(view, qua) : update OpenGL output geometry for view vp + * smUpdate(view, qual) : update OpenGL output geometry * VIEW *view; : desired view * int qual; : quality level (percentage on linear time scale) * @@ -607,95 +1397,72 @@ int clr; * view has already been set up and the correct frame buffer has been * selected for drawing. The quality level is on a linear scale, where 100% * is full (final) quality. It is not necessary to redraw geometry that has - * been output since the last call to smClean(). (The last view drawn will + * been output since the last call to smClean().(The last view drawn will * be view==&odev.v each time.) */ smUpdate(view,qual) VIEW *view; int qual; { - double d; - int last_update; - int t; + /* Is there anything to render? */ + if(!smMesh || SM_NUM_TRI(smMesh)<=0) + return; - /* If view has moved beyond epsilon from canonical: must rebuild - - epsilon is calculated as running avg of distance of sample points - from canonical view: m = 1/(AVG(1/r)): some fraction of this - */ - - if(!smMesh) + /* Is viewer MOVING?*/ + if(qual < MAXQUALITY) + { + /* Render mesh using display lists */ + smRender(smMesh,view,qual); return; + } + /* Viewer is STATIONARY */ - - d = DIST(view->vp,SM_VIEW_CENTER(smMesh)); - if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh)) + /* Has view moved epsilon from canonical view? (epsilon= percentage + (SM_VIEW_FRAC) of running average of the distance of the sample points + from the canonical view */ + if(DIST(view->vp,SM_VIEW_CENTER(smMesh)) > SM_ALLOWED_VIEW_CHANGE(smMesh)) { - /* Re-build the mesh */ -#ifdef TEST_DRIVER - odev.v = *view; -#endif - mark_tris_in_frustum(view); - smRebuild_mesh(smMesh,view); + /* Must rebuild mesh with current view as new canonical view */ + smRebuild_mesh(smMesh,view); + /* Existing display lists and tonemapping are no longer valid */ + clear_display_lists(); + smCompute_mapping = TRUE; + /* Render all the triangles in the new mesh */ + smRender(smMesh,view,qual+1); } - /* This is our final update iff qual==100 and view==&odev.v */ - last_update = qual>=100 && view==&(odev.v); - /* Check if we should draw ALL triangles in current frustum */ - if(smClean_notify || smNew_tri_cnt > SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT) - { -#ifdef TEST_DRIVER - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); -#else - if ( SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh)) + else + /* Has a complete redraw been requested ?*/ + if(smClean_notify) { - tmClearHisto(); - tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); - tmComputeMapping(0.,0.,0.); - tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh), - SM_NUM_SAMP(smMesh)); + smIncremental = FALSE; + smRender(smMesh,view,qual); } -#endif - mark_tris_in_frustum(view); - if (qual <= 75) - smRender_stree(smMesh,qual); else - smRender_mesh(smMesh,view->vp,last_update); -#ifdef TEST_DRIVER - glFlush(); - glutSwapBuffers(); -#endif - } - /* Do an incremental update instead */ - else - { - if(!smNew_tri_cnt) - return; -#ifdef TEST_DRIVER - glDrawBuffer(GL_FRONT); -#else - t = SM_TONE_MAP(smMesh); - if(t == 0) { - tmClearHisto(); - tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); - if(tmComputeMapping(0.,0.,0.) != TM_E_OK) - return; - } - tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t), - SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t); - -#endif - smUpdate_Rendered_mesh(smMesh,view->vp,last_update); - -#ifdef TEST_DRIVER - glDrawBuffer(GL_BACK); -#endif - } + /* Viewer fixed and receiving new samples for the same view */ + if(!smNew_tri_cnt) + return; - SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh); - - if (last_update) + /* If number of new triangles relatively small: do incremental update */ + if(smNew_tri_cnt < SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT) + { + /* Mark Existing display lists in frustum invalid */ + if(!smIncremental) + { + smInvalidate_view(smMesh,view); + smIncremental = TRUE; + } + smRender_inc(smMesh,view->vp); + } + else + /* Otherwise render all of the active triangles */ + smRender(smMesh,view,qual+1); + } + /* This is our final update iff qual==MAXQUALITY and view==&odev.v */ + if( (qual >= MAXQUALITY) && (view == &(odev.v))) { + /* reset rendering flags */ smClean_notify = FALSE; smNew_tri_cnt = 0; smClear_flags(smMesh,T_NEW_FLAG);