--- ray/src/hd/sm_ogl.c 1998/12/30 13:44:16 3.11 +++ ray/src/hd/sm_ogl.c 1999/01/10 10:27:48 3.13 @@ -47,15 +47,24 @@ static QT_LUENT *qt_htbl = NULL; /* quadtree cache */ static int qt_hsiz = 0; /* quadtree cache size */ +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) + SM_TONE_MAP(smMesh) = 0; } int @@ -281,17 +290,23 @@ smRender_stree(sm, qual) /* render some quadtree trian SM *sm; int qual; { - int i, ntarget; + int i, n,ntarget; int lvlcnt[QT_MAX_LEVELS]; STREE *st; - + int4 *active_flag; if (qual <= 0) return; /* 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--; ) @@ -309,177 +324,216 @@ int qual; } -smRender_tri(sm,i,vp,clr) -SM *sm; -int i; -FVECT vp; -int clr; -{ - 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++) - { -#ifdef DEBUG - if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j))) - eputs("SmRenderTri(): shouldnt have bg samples\n"); -#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]); - } -} +#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_mixed_tri(sm,i,vp,clr) -SM *sm; -int i; -FVECT vp; -int clr; +render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,bg0,bg1,bg2,vp,vc) +float v0[3],v1[3],v2[3]; +BYTE rgb0[3],rgb1[3],rgb2[3]; +int bg0,bg1,bg2; +FVECT vp,vc; { - TRI *tri; double p[3],d; int j,ids[3],cnt; int rgb[3]; - tri = SM_NTH_TRI(sm,i); - if (clr) SM_CLR_NTH_T_NEW(sm,i); - /* NOTE:Triangles are defined clockwise:historical relative to spherical tris: could change */ + if(bg0 && bg1 && bg2) + return; + cnt = 0; d = 0.0; rgb[0] = rgb[1] = rgb[2] = 0; - for(j=0;j < 3;j++) + + if(!bg0) { - 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])); - } + rgb[0] += rgb0[0]; + rgb[1] += rgb0[1]; + rgb[2] += rgb0[2]; + cnt++; + d += DIST(vp,v0); } + if(!bg1) + { + rgb[0] += rgb1[0]; + rgb[1] += rgb1[1]; + rgb[2] += rgb1[2]; + cnt++; + d += DIST(vp,v1); + } + if(!bg2) + { + rgb[0] += rgb2[0]; + rgb[1] += rgb2[1]; + rgb[2] += rgb2[2]; + cnt++; + d += DIST(vp,v2); + } if(cnt > 1) { rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt; d /= (double)cnt; } - for(j=0; j <= 2; j++) + if(bg0) { - if(SM_BG_SAMPLE(sm,ids[j])) - { - 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)); - } - else - { - 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])); - } - glVertex3d(p[0],p[1],p[2]); + glColor3ub(rgb[0],rgb[1],rgb[2]); + VSUB(p,v0,vc); + p[0] *= d; + p[1] *= d; + p[2] *= d; + VADD(p,p,vc); + glVertex3dv(p); + } + else + { + glColor3ub(rgb0[0],rgb0[1],rgb0[2]); + glVertex3fv(v0); } + if(bg1) + { + glColor3ub(rgb[0],rgb[1],rgb[2]); + VSUB(p,v1,vc); + p[0] *= d; + p[1] *= d; + p[2] *= d; + VADD(p,p,vc); + glVertex3dv(p); + } + else + { + glColor3ub(rgb1[0],rgb1[1],rgb1[2]); + glVertex3fv(v1); + } + if(bg2) + { + glColor3ub(rgb[0],rgb[1],rgb[2]); + VSUB(p,v2,vc); + p[0] *= d; + p[1] *= d; + p[2] *= d; + VADD(p,p,vc); + glVertex3dv(p); + } + else + { + glColor3ub(rgb2[0],rgb2[1],rgb2[2]); + glVertex3fv(v2); + } + } -smRender_bg_tri(sm,i,vp,d,clr) -SM *sm; -int i; -FVECT vp; +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; -int clr; { double p[3]; - int j,id; - TRI *tri; - tri = SM_NTH_TRI(sm,i); - if (clr) SM_CLR_NTH_T_NEW(sm,i); + 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); - /* NOTE:Triangles are defined clockwise:historical relative to spherical - tris: could change - */ - for(j=0; j <= 2; j++) + glColor3ub(rgb1[0],rgb1[1],rgb1[2]); + VSUB(p,v1,vc); + if(dev_zmin >= 0.99) { - 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]); + 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); + } -smRender_mesh(sm,vp,clr) +smRender_mesh(sm,vp) SM *sm; FVECT vp; -int clr; { - int i; + int i,n,bg0,bg1,bg2; + double d; + int v0_id,v1_id,v2_id; TRI *tri; - double ptr[3],d; - int j; + float (*wp)[3]; + BYTE (*rgb)[3]; + int4 *active_flag,*bg_flag; + wp = SM_WP(sm); + rgb =SM_RGB(sm); d = (dev_zmin+dev_zmax)/2.0; glPushAttrib(GL_DEPTH_BUFFER_BIT); /* First draw background polygons */ glDisable(GL_DEPTH_TEST); glBegin(GL_TRIANGLES); - SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i) - smRender_bg_tri(sm,i,vp,d,clr); + + active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); + bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); + for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) + if(active_flag[n] & bg_flag[n]) + for(i=0; i < 32; i++) + if(active_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); + render_bg_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], + rgb[v2_id],vp,SM_VIEW_CENTER(sm),d); + } glEnd(); + 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(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)) && !(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) || SM_BASE_ID(sm,v0_id); + bg1 = SM_DIR_ID(sm,v1_id) || SM_BASE_ID(sm,v1_id); + bg2 = SM_DIR_ID(sm,v2_id) || SM_BASE_ID(sm,v2_id); + if(!(bg0 || bg1 || bg2)) + 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],bg0,bg1,bg2,vp,SM_VIEW_CENTER(sm)); + } glEnd(); glPopAttrib(); } -smRender_tri_edges(sm,i) -SM *sm; -int i; -{ - TRI *tri; - int j; - double ptr[3]; - - - tri = SM_NTH_TRI(sm,i); - - 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]); - } -} - int compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) { @@ -493,54 +547,87 @@ compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) return(-1); return(0); + } -LIST -*smDepth_sort_tris(sm,vp,td) +#ifdef DEBUG +#define freebuf(b) tempbuf(-1) +#endif + + +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; FVECT vp; T_DEPTH *td; { - int i,j,t_id,v; + int n,i,j,tcnt,v; TRI *tri; double d,min_d; - LIST *tlist=NULL; + FVECT diff; + int4 *new_flag,*bg_flag; - i = 0; - SM_FOR_ALL_NEW_TRIS(sm,t_id) - { - if(SM_BG_TRI(sm,t_id)) - { - tlist = push_data(tlist,t_id); - continue; - } - tri = SM_NTH_TRI(sm,t_id); -#ifdef DEBUG - if(i >= smNew_tri_cnt) - { - eputs("smDepth_sort_tris():More tris than reported by smNew_tri_cnt\n"); - break; - } -#endif - td[i].tri = t_id; - min_d = -1; - for(j=0;j < 3;j++) - { - 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; - } - } - td[i].depth = min_d; - i++; + 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); + if(!SM_BG_SAMPLE(sm,v)) + { + 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[i].tri = -1; - if(i) - qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths); - return(tlist); + td[tcnt].tri = -1; + if(tcnt) + qsort((void *)td,tcnt,sizeof(T_DEPTH),compare_tri_depths); } @@ -549,49 +636,108 @@ SM *sm; FVECT vp; int clr; { - static T_DEPTH *td= NULL; - static int tsize = 0; - int i; + int i,n,v0_id,v1_id,v2_id,bg0,bg1,bg2; GLint depth_test; double d; - LIST *bglist; + TRI *tri; + float (*wp)[3]; + BYTE (*rgb)[3]; + int4 *new_flag,*bg_flag; + T_DEPTH *td = NULL; /* 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(!EQUAL_VEC3(SM_VIEW_CENTER(sm),vp)) { - if(td) - free((char *)td); - td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH)); - tsize = smNew_tri_cnt; + /* Must depth sort if view points do not coincide */ + td = (T_DEPTH *)tempbuf(smNew_tri_cnt*sizeof(T_DEPTH)); +#ifdef DEBUG + if(!td) + eputs("Cant create list:wont depth sort:smUpdate_rendered_mesh\n"); +#endif + smOrder_new_tris(sm,vp,td); } - if(!td) - { - error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n"); - } - bglist = smDepth_sort_tris(sm,vp,td); - + wp = SM_WP(sm); + rgb =SM_RGB(sm); /* 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 */ + new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); + bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); glBegin(GL_TRIANGLES); - while(bglist) - smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr); + 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); + v0_id = T_NTH_V(tri,0); + v1_id = T_NTH_V(tri,1); + v2_id = T_NTH_V(tri,2); + render_bg_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], + rgb[v2_id],vp,SM_VIEW_CENTER(sm),d); + } glEnd(); 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); + if(!td) + { + 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); + /* 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); + bg0 = SM_DIR_ID(sm,v0_id) || SM_BASE_ID(sm,v0_id); + bg1 = SM_DIR_ID(sm,v1_id) || SM_BASE_ID(sm,v1_id); + bg2 = SM_DIR_ID(sm,v2_id) || SM_BASE_ID(sm,v2_id); + if(!(bg0 || bg1 || bg2)) + 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],bg0,bg1,bg2,vp, + SM_VIEW_CENTER(sm)); + } + } + else + { + 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); + bg0 = SM_DIR_ID(sm,v0_id) || SM_BASE_ID(sm,v0_id); + bg1 = SM_DIR_ID(sm,v1_id) || SM_BASE_ID(sm,v1_id); + bg2 = SM_DIR_ID(sm,v2_id) || SM_BASE_ID(sm,v2_id); + if(!(bg0 || bg1 || bg2)) + 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],bg0,bg1,bg2,vp, + SM_VIEW_CENTER(sm)); + } +#ifdef DEBUG + freebuf(td); +#endif + } glEnd(); /* Restore Depth Test */ @@ -615,21 +761,17 @@ smUpdate(view,qual) int qual; { double d; - int last_update; - int t; + int last_update,t; + if(!smMesh) + 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) - return; - - - d = DIST(view->vp,SM_VIEW_CENTER(smMesh)); - if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh)) + if(qual >= MAXQUALITY && d > SM_ALLOWED_VIEW_CHANGE(smMesh)) { /* Re-build the mesh */ #ifdef TEST_DRIVER @@ -637,29 +779,31 @@ smUpdate(view,qual) #endif mark_tris_in_frustum(view); smRebuild_mesh(smMesh,view); + smClean_notify = TRUE; } - /* This is our final update iff qual==100 and view==&odev.v */ - last_update = qual>=100 && view==&(odev.v); + /* This is our final update iff qual==MAXQUALITY and view==&odev.v */ + last_update = qual>=MAXQUALITY && 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) + 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)) + if (SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh)) { tmClearHisto(); tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); - tmComputeMapping(0.,0.,0.); + if(tmComputeMapping(0.,0.,0.) != TM_E_OK) + return; tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh), SM_NUM_SAMP(smMesh)); } #endif mark_tris_in_frustum(view); - if (qual <= 75) + if (qual <= (MAXQUALITY*3/4)) smRender_stree(smMesh,qual); else - smRender_mesh(smMesh,view->vp,last_update); + smRender_mesh(smMesh,view->vp); #ifdef TEST_DRIVER glFlush(); glutSwapBuffers(); @@ -681,7 +825,7 @@ smUpdate(view,qual) if(tmComputeMapping(0.,0.,0.) != TM_E_OK) return; } - tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t), + tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t), SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t); #endif @@ -703,3 +847,11 @@ smUpdate(view,qual) } } + + + + + + + +