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root/radiance/ray/src/hd/sm_ogl.c
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Comparing ray/src/hd/sm_ogl.c (file contents):
Revision 3.1 by gwlarson, Wed Aug 19 17:45:24 1998 UTC vs.
Revision 3.4 by gwlarson, Thu Sep 3 11:29:00 1998 UTC

# Line 17 | Line 17 | static char SCCSid[] = "$SunId$ SGI";
17   #include <glut.h>
18   #endif
19   #include "object.h"
20 + #include "sm_list.h"
21   #include "sm_geom.h"
22   #include "sm.h"
23  
# Line 27 | Line 28 | MAKE STATIC LATER: ui.c using for now;
28   */
29   char smClean_notify = TRUE;
30   #else
31 < static char smClean_notify = TRUE;
31 > static int smClean_notify = TRUE;
32   #endif
33  
34 + typedef struct {
35 +        float   dist;           /* average distance */
36 +        BYTE    rgb[3];         /* average color */
37 + } QTRAVG;               /* average quadtree value */
38 +
39 + typedef struct {
40 +        QUADTREE        qt;     /* quadtree node (key & hash value) */
41 +        QTRAVG          av;     /* node average */
42 + } QT_LUENT;             /* lookup table entry */
43 +
44 + static QT_LUENT *qt_htbl = NULL;        /* quadtree hash table */
45 + static int      qt_hsiz = 0;            /* quadtree hash table size */
46 +
47 +
48   int
49   mark_active_tris(qtptr,arg)
50   QUADTREE *qtptr;
51   char *arg;
52   {
53 <  OBJECT os[MAXSET+1],*optr;
54 <  int i,t_id;
55 <  SM *sm;
53 >  QUADTREE qt = *qtptr;
54 >  OBJECT os[QT_MAX_SET+1],*optr;
55 >  register int i,t_id;
56  
57 <
58 <  sm = (SM *)arg;
44 <
57 >  if (!QT_IS_LEAF(qt))
58 >    return(TRUE);
59    /* For each triangle in the set, set the which flag*/
60 <  if(QT_IS_EMPTY(*qtptr))
47 <  {
48 <      return(FALSE);
49 <  }
50 <  else
51 <  {
52 <    qtgetset(os,*qtptr);
60 >  qtgetset(os,qt);
61  
62 <    for (i = QT_SET_CNT(os),optr = QT_SET_PTR(os); i > 0; i--)
63 <    {
64 <      t_id = QT_SET_NEXT_ELEM(optr);
65 <      /* Set the render flag */
66 <      if(SM_IS_NTH_T_BASE(sm,t_id))
62 >  for (i = QT_SET_CNT(os), optr = QT_SET_PTR(os); i > 0; i--)
63 >  {
64 >    t_id = QT_SET_NEXT_ELEM(optr);
65 >    /* Set the render flag */
66 >    if(SM_IS_NTH_T_BASE(smMesh,t_id))
67          continue;
68 <      SM_SET_NTH_T_ACTIVE(sm,t_id);
69 <      /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
70 <      SM_SET_NTH_T_LRU(sm,t_id);
63 <    }
68 >    SM_SET_NTH_T_ACTIVE(smMesh,t_id);
69 >    /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
70 >    SM_SET_NTH_T_LRU(smMesh,t_id);
71    }
72    return(TRUE);
73   }
74  
75 <
76 < smMark_tris_in_frustum(sm,vp)
70 < SM *sm;
71 < VIEW *vp;
75 > mark_tris_in_frustum(view)
76 > VIEW *view;
77   {
78      FVECT nr[4],far[4];
79  
# Line 79 | Line 84 | VIEW *vp;
84         dev_zmin,dev_zmax to satisfy OGL
85      */
86  
87 <    /* First clear all the triangle active flags */
88 <    smClear_flags(sm,T_ACTIVE_FLAG);
87 >    /* First clear all the quadtree node and triangle active flags */
88 >    qtClearAllFlags();
89 >    smClear_flags(smMesh,T_ACTIVE_FLAG);
90  
91      /* calculate the world space coordinates of the view frustum */
92 <    calculate_view_frustum(vp->vp,vp->hvec,vp->vvec,vp->horiz,vp->vert,
93 <                           dev_zmin,dev_zmax,nr,far);
92 >    calculate_view_frustum(view->vp,view->hvec,view->vvec,view->horiz,
93 >                           view->vert, dev_zmin,dev_zmax,nr,far);
94  
95      /* Project the view frustum onto the spherical quadtree */
96      /* For every cell intersected by the projection of the faces
97         of the frustum: mark all triangles in the cell as ACTIVE-
98         Also set the triangles LRU clock counter
99         */
94    /* Need to do tonemap call */
100      /* Near face triangles */
101 <    smLocator_apply_func(sm,nr[0],nr[2],nr[3],mark_active_tris,(char *)(sm));
102 <    smLocator_apply_func(sm,nr[2],nr[0],nr[1],mark_active_tris,(char *)(sm));
101 >    smLocator_apply_func(smMesh,nr[0],nr[2],nr[3],mark_active_tris,NULL);
102 >    smLocator_apply_func(smMesh,nr[2],nr[0],nr[1],mark_active_tris,NULL);
103      /* Right face triangles */
104 <    smLocator_apply_func(sm,nr[0],far[3],far[0],mark_active_tris,(char *)(sm));
105 <    smLocator_apply_func(sm,far[3],nr[0],nr[3],mark_active_tris,(char *)(sm));
104 >    smLocator_apply_func(smMesh,nr[0],far[3],far[0],mark_active_tris,NULL);
105 >    smLocator_apply_func(smMesh,far[3],nr[0],nr[3],mark_active_tris,NULL);
106      /* Left face triangles */
107 <    smLocator_apply_func(sm,nr[1],far[2],nr[2],mark_active_tris,(char *)(sm));
108 <    smLocator_apply_func(sm,far[2],nr[1],far[1],mark_active_tris,(char *)(sm));
107 >    smLocator_apply_func(smMesh,nr[1],far[2],nr[2],mark_active_tris,NULL);
108 >    smLocator_apply_func(smMesh,far[2],nr[1],far[1],mark_active_tris,NULL);
109      /* Top face triangles */
110 <    smLocator_apply_func(sm,nr[0],far[0],nr[1],mark_active_tris,(char *)(sm));
111 <    smLocator_apply_func(sm,nr[1],far[0],far[1],mark_active_tris,(char *)(sm));
110 >    smLocator_apply_func(smMesh,nr[0],far[0],nr[1],mark_active_tris,NULL);
111 >    smLocator_apply_func(smMesh,nr[1],far[0],far[1],mark_active_tris,NULL);
112      /* Bottom face triangles */
113 <    smLocator_apply_func(sm,nr[3],nr[2],far[3],mark_active_tris,(char *)(sm));
114 <    smLocator_apply_func(sm,nr[2],far[2],far[3],mark_active_tris,(char *)(sm));
113 >    smLocator_apply_func(smMesh,nr[3],nr[2],far[3],mark_active_tris,NULL);
114 >    smLocator_apply_func(smMesh,nr[2],far[2],far[3],mark_active_tris,NULL);
115      /* Far face triangles */
116 <   smLocator_apply_func(sm,far[0],far[2],far[1],mark_active_tris,(char *)(sm));
117 <   smLocator_apply_func(sm,far[2],far[0],far[3],mark_active_tris,(char *)(sm));
116 >    smLocator_apply_func(smMesh,far[0],far[2],far[1],mark_active_tris,NULL);
117 >    smLocator_apply_func(smMesh,far[2],far[0],far[3],mark_active_tris,NULL);
118  
119   #ifdef TEST_DRIVER
120      VCOPY(FrustumFar[0],far[0]);
# Line 131 | Line 136 | VIEW *vp;
136   */
137   smClean()
138   {
134  /* Mark all triangles in the frustum as active */
135    if(!smMesh || SM_NUM_TRIS(smMesh)==0)
136       return;
137    
138 #ifdef TEST_DRIVER
139    smMark_tris_in_frustum(smMesh,&Current_View);
140 #else
141    smMark_tris_in_frustum(smMesh,&(odev.v));
142 #endif
139      smClean_notify = TRUE;
140   }
141  
142 + int
143 + qtHash_init(nel)                /* initialize for at least nel elements */
144 + int     nel;
145 + {
146 +        static int  hsiztab[] = {
147 +                8191, 16381, 32749, 65521, 131071, 262139, 524287, 1048573, 0
148 +        };
149 +        register int  i;
150  
151 < smRender_tri(sm,i,vp)
151 >        if (nel <= 0) {                 /* call to free table */
152 >                if (qt_hsiz) {
153 >                        free((char *)qt_htbl);
154 >                        qt_htbl = NULL;
155 >                        qt_hsiz = 0;
156 >                }
157 >                return(0);
158 >        }
159 >        nel += nel>>1;                  /* 66% occupancy */
160 >        for (i = 0; hsiztab[i]; i++)
161 >                if (hsiztab[i] > nel)
162 >                        break;
163 >        if (!(qt_hsiz = hsiztab[i]))
164 >                qt_hsiz = nel*2 + 1;            /* not always prime */
165 >        qt_htbl = (QT_LUENT *)calloc(qt_hsiz, sizeof(QT_LUENT));
166 >        if (qt_htbl == NULL)
167 >                qt_hsiz = 0;
168 >        for (i = qt_hsiz; i--; )
169 >                qt_htbl[i].qt = EMPTY;
170 >        return(qt_hsiz);
171 > }
172 >
173 > QT_LUENT *
174 > qtHash_find(qt)                 /* find a quadtree table entry */
175 > QUADTREE qt;
176 > {
177 >        int     i, n;
178 >        register int    ndx;
179 >        register QT_LUENT       *le;
180 >
181 >        if (qt_hsiz == 0)
182 >                qtHash_init(1);
183 > tryagain:                               /* hash table lookup */
184 >        ndx = (unsigned long)qt % qt_hsiz;
185 >        for (i = 0, n = 1; i < qt_hsiz; i++, n += 2) {
186 >                le = &qt_htbl[ndx];
187 >                if (QT_IS_EMPTY(le->qt) || le->qt == qt)
188 >                        return(le);
189 >                if ((ndx += n) >= qt_hsiz)      /* this happens rarely */
190 >                        ndx = ndx % qt_hsiz;
191 >        }
192 >                                        /* table is full, reallocate */
193 >        le = qt_htbl;
194 >        ndx = qt_hsiz;
195 >        if (!qtHash_init(ndx+1)) {      /* no more memory! */
196 >                qt_htbl = le;
197 >                qt_hsiz = ndx;
198 >                return(NULL);
199 >        }
200 >        if (!ndx)
201 >                goto tryagain;
202 >                                        /* copy old table to new */
203 >        while (ndx--)
204 >                if (!QT_IS_EMPTY(le[ndx].qt))
205 >                        copystruct(qtHash_find(le[ndx].qt), &le[ndx]);
206 >        free((char *)le);
207 >        goto tryagain;                  /* should happen only once! */
208 > }
209 >
210 > stCount_level_leaves(lcnt, qt)  /* count quadtree leaf nodes at each level */
211 > int lcnt[];
212 > register QUADTREE qt;
213 > {
214 >  if (QT_IS_EMPTY(qt))
215 >    return;
216 >  if (QT_IS_TREE(qt)) {
217 >    if (!QT_IS_FLAG(qt))        /* not in our frustum */
218 >      return;
219 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0));
220 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1));
221 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2));
222 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3));
223 >  }
224 >  else
225 >    lcnt[0]++;
226 > }
227 >
228 >
229 > QTRAVG *
230 > qtRender_level(qt,v0,v1,v2,sm,lvl)
231 > QUADTREE qt;
232 > FVECT v0,v1,v2;
233   SM *sm;
234 + int lvl;
235 + {
236 +  FVECT a,b,c;
237 +  register QT_LUENT *le;
238 +  QTRAVG *rc[4];
239 +  
240 +  if (QT_IS_EMPTY(qt))                          /* empty leaf node */
241 +    return(NULL);
242 +  if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt))        /* not in our frustum */
243 +    return(NULL);
244 +                                        /* else look up node */
245 +  if ((le = qtHash_find(qt)) == NULL)
246 +    error(SYSTEM, "out of memory in qtRender_level");
247 +  if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0))
248 +  {                                     /* compute children */
249 +    qtSubdivide_tri(v0,v1,v2,a,b,c);
250 +    rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,a,c,sm,lvl-1);
251 +    rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),a,v1,b,sm,lvl-1);
252 +    rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),c,b,v2,sm,lvl-1);
253 +    rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),b,c,a,sm,lvl-1);
254 +  }
255 +  if (QT_IS_EMPTY(le->qt))
256 +  {                                     /* let's make some data! */
257 +    int rgbs[3];
258 +    double distsum;
259 +    register int i, n;
260 +                                        /* average our triangle vertices */
261 +    rgbs[0] = rgbs[1] = rgbs[2] = 0;
262 +    distsum = 0.; n = 0;
263 +    if(QT_IS_TREE(qt))
264 +    {                                   /* from subtree */
265 +      for (i = 4; i--; )
266 +        if (rc[i] != NULL)
267 +        {
268 +          rgbs[0] += rc[i]->rgb[0]; rgbs[1] += rc[i]->rgb[1];
269 +          rgbs[2] += rc[i]->rgb[2]; distsum += rc[i]->dist; n++;
270 +        }
271 +    }
272 +    else
273 +    {                                   /* from triangle set */
274 +      OBJECT os[QT_MAX_SET+1];
275 +      int s0, s1, s2;
276 +
277 +      qtgetset(os,qt);
278 +      for (n = os[0]; n; n--)
279 +      {
280 +        qtTri_from_id(os[n],a,b,c,NULL,NULL,NULL,&s0,&s1,&s2);
281 +        distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
282 +                                : sqrt(dist2(a,SM_VIEW_CENTER(sm)));
283 +        distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
284 +                                : sqrt(dist2(b,SM_VIEW_CENTER(sm)));
285 +        distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax
286 +                                : sqrt(dist2(c,SM_VIEW_CENTER(sm)));
287 +        rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0]
288 +                  + SM_NTH_RGB(sm,s2)[0];
289 +        rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1]
290 +                  + SM_NTH_RGB(sm,s2)[1];
291 +        rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
292 +                  + SM_NTH_RGB(sm,s2)[2];
293 +      }
294 +      n = 3*os[0];
295 +    }
296 +    if (!n)
297 +      return(NULL);
298 +    le->qt = qt;
299 +    le->av.rgb[0] = rgbs[0]/n; le->av.rgb[1] = rgbs[1]/n;
300 +    le->av.rgb[2] = rgbs[2]/n; le->av.dist = distsum/(double)n;
301 +  }
302 +  if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt)))
303 +  {                             /* render this node */
304 +                                        /* compute pseudo vertices */
305 +    VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2);
306 +    normalize(a); normalize(b); normalize(c);
307 +    VSUM(a,SM_VIEW_CENTER(sm),a,le->av.dist);
308 +    VSUM(b,SM_VIEW_CENTER(sm),b,le->av.dist);
309 +    VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist);
310 +                                        /* draw triangle */
311 +    glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]);
312 +    /* NOTE: Triangle vertex order may change */
313 +    glVertex3d(c[0],c[1],c[2]);
314 +    glVertex3d(b[0],b[1],b[2]);
315 +    glVertex3d(a[0],a[1],a[2]);
316 +  }
317 +  return(&le->av);
318 + }
319 +
320 +
321 + smRender_stree_level(sm,lvl)
322 + SM *sm;
323 + int lvl;
324 + {
325 +  QUADTREE root;
326 +  int i;
327 +  FVECT t0,t1,t2;
328 +
329 +  if (lvl < 1)
330 +    return;
331 +  glPushAttrib(GL_LIGHTING_BIT);
332 +  glShadeModel(GL_FLAT);
333 +  glBegin(GL_TRIANGLES);
334 +  for(i=0; i < 4; i++)
335 +  {
336 +    root = ST_NTH_ROOT(SM_LOCATOR(sm),i);
337 +    stNth_base_verts(SM_LOCATOR(sm),i,t0,t1,t2);
338 +    qtRender_level(root,t0,t1,t2,sm,lvl-1);
339 +  }
340 +  glEnd();
341 +  glPopAttrib();
342 + }
343 +
344 +
345 + smRender_stree(sm, qual)        /* render some quadtree triangles */
346 + SM *sm;
347 + int qual;
348 + {
349 +  int i, ntarget;
350 +  int lvlcnt[QT_MAX_LEVELS];
351 +
352 +  if (qual <= 0)
353 +    return;
354 +                                /* compute rendering target */
355 +  ntarget = 0;
356 +  SM_FOR_ALL_ACTIVE_TRIS(sm,i)
357 +    ntarget++;
358 +  ntarget = ntarget*qual/100;
359 +  if (!ntarget)
360 +    return;
361 +  for (i = QT_MAX_LEVELS; i--; )
362 +    lvlcnt[i] = 0;
363 +  stCount_level_leaves(lvlcnt, SM_LOCATOR(sm)->root);
364 +  for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i])
365 +    if (ntarget < lvlcnt[i+1])
366 +      break;
367 +                                /* compute and render target level */
368 +  smRender_stree_level(sm,i);
369 + }
370 +
371 +
372 + smRender_tri(sm,i,vp,clr)
373 + SM *sm;
374   int i;
375   FVECT vp;
376 + int clr;
377   {
378    TRI *tri;
379    double ptr[3];
380    int j;
381  
382    tri = SM_NTH_TRI(sm,i);
383 <  SM_CLEAR_NTH_T_NEW(sm,i);
384 <  if(smNew_tri_cnt)
159 <     smNew_tri_cnt--;
383 >  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
384 >
385    /* NOTE:Triangles are defined clockwise:historical relative to spherical
386       tris: could change
387       */
388    for(j=2; j>= 0; j--)
389    {
390 + #ifdef DEBUG
391 +    if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j)))
392 +      eputs("SmRenderTri(): shouldnt have bg samples\n");
393 + #endif
394      glColor3ub(SM_NTH_RGB(sm,T_NTH_V(tri,j))[0],
395                 SM_NTH_RGB(sm,T_NTH_V(tri,j))[1],
396                 SM_NTH_RGB(sm,T_NTH_V(tri,j))[2]);
# Line 170 | Line 399 | FVECT vp;
399    }
400   }
401  
402 < /* NOTE SEEMS BAD TO PENALIZE POLYGONS INFRONT BY LETTING
174 < ADJACENT TRIANGLES TO BG be BG
175 < */
176 < smRender_bg_tri(sm,i,vp)
402 > smRender_mixed_tri(sm,i,vp,clr)
403   SM *sm;
404   int i;
405   FVECT vp;
406 + int clr;
407   {
408    TRI *tri;
409 <  FVECT p;
409 >  double p[3],d;
410    int j,ids[3],cnt;
411 <  BYTE rgb[3];
411 >  int rgb[3];
412  
413    tri = SM_NTH_TRI(sm,i);
414 <  SM_CLEAR_NTH_T_NEW(sm,i);
415 <  if(smNew_tri_cnt)
189 <     smNew_tri_cnt--;
414 >  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
415 >
416    /* NOTE:Triangles are defined clockwise:historical relative to spherical
417       tris: could change
418       */
419    cnt = 0;
420 +  d = 0.0;
421    rgb[0] = rgb[1] = rgb[2] = 0;
422 <  for(j=0;j<3;j++)
422 >  for(j=0;j < 3;j++)
423    {
424 <    ids[j] = T_NTH_V(tri,j);
425 <    if(SM_BG_SAMPLE(sm,ids[j]))
426 <    {
427 <      rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
428 <      rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
429 <      rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
430 <      cnt++;
431 <    }
424 >      ids[j] = T_NTH_V(tri,j);
425 >      if(!SM_BG_SAMPLE(sm,ids[j]))
426 >      {
427 >          rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
428 >          rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
429 >          rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
430 >          cnt++;
431 >          d += DIST(vp,SM_NTH_WV(sm,ids[j]));
432 >      }
433    }
434 <  if(cnt)
434 >  if(cnt > 1)
435    {
436      rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
437 +    d /= (double)cnt;
438    }
439    for(j=2; j>= 0; j--)
440    {
441      if(SM_BG_SAMPLE(sm,ids[j]))
442 <      glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
443 <                 SM_NTH_RGB(sm,ids[j])[2]);
442 >    {
443 >        glColor3ub(rgb[0],rgb[1],rgb[2]);
444 >        VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
445 >        p[0] *= d;
446 >        p[1] *= d;
447 >        p[2] *= d;
448 >        VADD(p,p,SM_VIEW_CENTER(sm));
449 >    }
450      else
451 <      glColor3ub(rgb[0],rgb[1],rgb[2]);
452 <    VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
453 <    VADD(p,p,vp);
451 >    {
452 >        glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
453 >                   SM_NTH_RGB(sm,ids[j])[2]);
454 >        VCOPY(p,SM_NTH_WV(sm,ids[j]));
455 >    }
456      glVertex3d(p[0],p[1],p[2]);
457 +   }
458 + }
459 +
460 + smRender_bg_tri(sm,i,vp,d,clr)
461 + SM *sm;
462 + int i;
463 + FVECT vp;
464 + double d;
465 + int clr;
466 + {
467 +  double p[3];
468 +  int j,id;
469 +  TRI *tri;
470 +  
471 +  tri = SM_NTH_TRI(sm,i);
472 +  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
473 +
474 +  /* NOTE:Triangles are defined clockwise:historical relative to spherical
475 +     tris: could change
476 +     */
477 +  for(j=2; j>= 0; j--)
478 +  {
479 +      id = T_NTH_V(tri,j);
480 +      glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1],
481 +                 SM_NTH_RGB(sm,id)[2]);
482 +      VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm));
483 +      if(dev_zmin >= 0.99)
484 +       {
485 +           p[0] *= d;
486 +           p[1] *= d;
487 +           p[2] *= d;
488 +       }
489 +      VADD(p,p,vp);
490 +      glVertex3d(p[0],p[1],p[2]);
491    }
492   }
493  
494 < smRender_mesh(sm,vp)
494 > smRender_mesh(sm,vp,clr)
495   SM *sm;
496   FVECT vp;
497 + int clr;
498   {
499    int i;
500    TRI *tri;
501 <  double ptr[3];
501 >  double ptr[3],d;
502    int j;
503  
504 +  d = (dev_zmin+dev_zmax)/2.0;
505    glPushAttrib(GL_DEPTH_BUFFER_BIT);
506    
507    /* First draw background polygons */
508 +
509    glDisable(GL_DEPTH_TEST);
510    glBegin(GL_TRIANGLES);
511    SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i)
512 <    smRender_bg_tri(sm,i,vp);
512 >     smRender_bg_tri(sm,i,vp,d,clr);
513    glEnd();
514    
515    glEnable(GL_DEPTH_TEST);
516    glBegin(GL_TRIANGLES);
517    SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i)
518 <    smRender_tri(sm,i,vp);
518 >  {
519 >      if(!SM_MIXED_TRI(sm,i))
520 >        smRender_tri(sm,i,vp,clr);
521 >     else
522 >        smRender_mixed_tri(sm,i,vp,clr);
523 >  }
524    glEnd();
525  
526    glPopAttrib();
527   }
528 +
529   smRender_tri_edges(sm,i)
530   SM *sm;
531   int i;
# Line 284 | Line 564 | compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
564    return(0);
565   }
566  
567 < smDepth_sort_tris(sm,vp,td)
567 > LIST
568 > *smDepth_sort_tris(sm,vp,td)
569   SM *sm;
570 < VIEW *vp;
570 > FVECT vp;
571   T_DEPTH *td;
572   {
573 <  int i,j,t_id;
573 >  int i,j,t_id,v;
574    TRI *tri;
575 <  double d[3];
575 >  double d,min_d;
576 >  LIST *tlist=NULL;
577  
578    i = 0;
579    SM_FOR_ALL_NEW_TRIS(sm,t_id)
580    {
581 <    if(i >= smNew_tri_cnt)
581 >    if(SM_BG_TRI(sm,t_id))
582      {
583 < #ifdef DEBUG
584 <        eputs("smDepth_sort_tris(): more new tris then counted\n");
303 < #endif
304 <        break;
583 >        tlist = push_data(tlist,t_id);
584 >        continue;
585      }
586      tri = SM_NTH_TRI(sm,t_id);
587      td[i].tri = t_id;
588 +    min_d = -1;
589      for(j=0;j < 3;j++)
590 <      d[j] = DIST(vp->vp,SM_T_NTH_WV(sm,tri,j));
591 <    td[i].depth = MIN_VEC3(d);
590 >    {
591 >        v = T_NTH_V(tri,j);
592 >        if(!SM_BG_SAMPLE(sm,v))
593 >        {
594 >            d = DIST(vp,SM_NTH_WV(sm,v));
595 >            if(min_d == -1 || d < min_d)
596 >               min_d = d;
597 >        }
598 >    }
599 >    td[i].depth = min_d;
600      i++;
601    }
602 <  qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths);
602 >  td[i].tri = -1;
603 >  if(i)
604 >     qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths);
605 >  return(tlist);
606   }
607  
608  
609 < smUpdate_Rendered_mesh(sm,vp)
609 > smUpdate_Rendered_mesh(sm,vp,clr)
610   SM *sm;
611 < VIEW *vp;
611 > FVECT vp;
612 > int clr;
613   {
614    static T_DEPTH *td= NULL;
615    static int tsize = 0;
616    int i;
617    GLint depth_test;
618 <
618 >  double d;
619 >  LIST *bglist;
620    /* For all of the NEW triangles (since last update): assume
621       ACTIVE. Go through and sort on depth value (from vp). Turn
622       Depth Buffer test off and render back-front
# Line 331 | Line 625 | VIEW *vp;
625    if(smNew_tri_cnt > tsize)
626    {
627      if(td)
628 <      free(td);
628 >      free((char *)td);
629      td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH));
630      tsize = smNew_tri_cnt;
631    }
# Line 339 | Line 633 | VIEW *vp;
633    {
634      error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n");
635    }
636 <  smDepth_sort_tris(sm,vp,td);
636 >  bglist = smDepth_sort_tris(sm,vp,td);
637  
638 <  /* Turn Depth Test off */
638 >  /* Turn Depth Test off -- using Painter's algorithm */
639    glPushAttrib(GL_DEPTH_BUFFER_BIT);
640 <  glDepthFunc(GL_ALWAYS);          /* Turn off Depth-painter's algorithm */
641 <
640 >  glDisable(GL_DEPTH_TEST);
641 >  d = (dev_zmin+dev_zmax)/2.0;
642    /* Now render back-to front */
643    /* First render bg triangles */
350  glDisable(GL_DEPTH_TEST);
644    glBegin(GL_TRIANGLES);
645 <  for(i=0; i< smNew_tri_cnt; i++)
646 <    if(SM_BG_TRI(sm,td[i].tri))
354 <      smRender_bg_tri(sm,td[i].tri,vp);
645 >  while(bglist)
646 >     smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr);
647    glEnd();
648  
649    glEnable(GL_DEPTH_TEST);
650    glBegin(GL_TRIANGLES);
651 <  for(i=0; i< smNew_tri_cnt; i++)
652 <    if(!SM_BG_TRI(sm,td[i].tri))
653 <      smRender_tri(sm,td[i].tri,vp);
651 >  i=0;
652 >  while(td[i].tri != -1)
653 >     if(!SM_MIXED_TRI(sm,td[i].tri))
654 >        smRender_tri(sm,td[i++].tri,vp,clr);
655 >     else
656 >        smRender_mixed_tri(sm,td[i++].tri,vp,clr);
657    glEnd();
658  
659    /* Restore Depth Test */
# Line 366 | Line 661 | VIEW *vp;
661   }
662  
663   /*
664 < * smUpdate(vp, qua)    : update OpenGL output geometry for view vp
665 < * VIEW *vp;            : desired view
664 > * smUpdate(view, qua)  : update OpenGL output geometry for view vp
665 > * VIEW *view;          : desired view
666   * int  qual;           : quality level (percentage on linear time scale)
667   *
668   * Draw new geometric representation using OpenGL calls.  Assume that the
669   * view has already been set up and the correct frame buffer has been
670   * selected for drawing.  The quality level is on a linear scale, where 100%
671   * is full (final) quality.  It is not necessary to redraw geometry that has
672 < * been output since the last call to smClean().
672 > * been output since the last call to smClean().  (The last view drawn will
673 > * be view==&odev.v each time.)
674   */
675 < smUpdate(vp,qual)
676 <   VIEW *vp;
675 > smUpdate(view,qual)
676 >   VIEW *view;
677     int qual;
678   {
679    double d;
680 +  int last_update;
681    int t;
682 < #ifdef TEST_DRIVER  
386 <  Current_View = (*vp);
387 < #endif
682 >
683    /* If view has moved beyond epsilon from canonical: must rebuild -
684       epsilon is calculated as running avg of distance of sample points
685 <     from canonical view: m = 1/(SUM1/r): some fraction of this
685 >     from canonical view: m = 1/(AVG(1/r)): some fraction of this
686     */
687 <  d = DIST(vp->vp,SM_VIEW_CENTER(smMesh));
687 >  d = DIST(view->vp,SM_VIEW_CENTER(smMesh));
688    if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
689    {
395      smNew_tri_cnt = 0;
690        /* Re-build the mesh */
691 <      smRebuild_mesh(smMesh,vp);
691 > #ifdef TEST_DRIVER
692 >    odev.v = *view;
693 > #endif    
694 >      smRebuild_mesh(smMesh,view->vp);
695    }
696 <  /* Check if should draw ALL triangles in current frustum */
697 <  if(smClean_notify || (smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT))
696 >  /* This is our final update iff qual==100 and view==&odev.v */
697 >  last_update = qual>=100 && view==&(odev.v);
698 >  /* Check if we should draw ALL triangles in current frustum */
699 >  if(smClean_notify || smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT)
700    {
701   #ifdef TEST_DRIVER
702      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
703   #else
704 <    tmClearHisto();
705 <    tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
706 <    if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
707 <       return;
708 <    if(tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
709 <                   SM_NUM_SAMP(smMesh))!=TM_E_OK)
710 <       return;
704 >    if (SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh))
705 >    {
706 >       tmClearHisto();
707 >       tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
708 >       if(tmComputeMapping(0.,0.,0.) != TM_E_OK ||
709 >                   tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
710 >                                SM_NUM_SAMP(smMesh)) != TM_E_OK)
711 >            return;
712 >    }
713   #endif
714 <    smRender_mesh(smMesh,vp->vp);
715 <    smClean_notify = FALSE;
714 >    mark_tris_in_frustum(view);
715 >    if (qual <= 75)
716 >        smRender_stree(smMesh,qual);
717 >    else
718 >        smRender_mesh(smMesh,view->vp,last_update);
719   #ifdef TEST_DRIVER
720      glFlush();
721      glutSwapBuffers();
# Line 437 | Line 741 | smUpdate(vp,qual)
741                     SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK)
742            return;
743   #endif    
744 <    smUpdate_Rendered_mesh(smMesh,vp);
744 >    smUpdate_Rendered_mesh(smMesh,view->vp,last_update);
745      
746   #ifdef TEST_DRIVER
747      glDrawBuffer(GL_BACK);
748   #endif
749    }
750    SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh);
751 < }
751 >  if (last_update)
752 >  {
753 >    smClean_notify = FALSE;
754 >    smNew_tri_cnt = 0;
755 >    qtHash_init(0);
756 >  }
757  
758 <    /* LATER:If quality < 100 should draw approximation because it indicates
450 <       the user is moving
451 <       */
452 <
453 <
758 > }

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