ViewVC Help
View File | Revision Log | Show Annotations | Download File | Root Listing
root/radiance/ray/src/hd/sm_ogl.c
(Generate patch)

Comparing ray/src/hd/sm_ogl.c (file contents):
Revision 3.1 by gwlarson, Wed Aug 19 17:45:24 1998 UTC vs.
Revision 3.5 by gwlarson, Fri Sep 11 11:52:26 1998 UTC

# Line 16 | Line 16 | static char SCCSid[] = "$SunId$ SGI";
16   #include <GL/glu.h>
17   #include <glut.h>
18   #endif
19 < #include "object.h"
19 > #include "sm_list.h"
20   #include "sm_geom.h"
21   #include "sm.h"
22  
# Line 27 | Line 27 | MAKE STATIC LATER: ui.c using for now;
27   */
28   char smClean_notify = TRUE;
29   #else
30 < static char smClean_notify = TRUE;
30 > static int smClean_notify = TRUE;
31   #endif
32  
33 + typedef struct {
34 +        float   dist;           /* average distance */
35 +        BYTE    rgb[3];         /* average color */
36 + } QTRAVG;               /* average quadtree value */
37 +
38 + typedef struct {
39 +        QUADTREE        qt;     /* quadtree node (key & hash value) */
40 +        QTRAVG          av;     /* node average */
41 + } QT_LUENT;             /* lookup table entry */
42 +
43 + static QT_LUENT *qt_htbl = NULL;        /* quadtree cache */
44 + static int      qt_hsiz = 0;            /* quadtree cache size */
45 +
46 +
47   int
48   mark_active_tris(qtptr,arg)
49   QUADTREE *qtptr;
50 < char *arg;
50 > int *arg;
51   {
52 <  OBJECT os[MAXSET+1],*optr;
53 <  int i,t_id;
54 <  SM *sm;
52 >  QUADTREE qt = *qtptr;
53 >  OBJECT *os,*optr;
54 >  register int i,t_id;
55  
56 <
57 <  sm = (SM *)arg;
44 <
56 >  if (!QT_IS_LEAF(qt))
57 >    return(TRUE);
58    /* For each triangle in the set, set the which flag*/
59 <  if(QT_IS_EMPTY(*qtptr))
47 <  {
48 <      return(FALSE);
49 <  }
50 <  else
51 <  {
52 <    qtgetset(os,*qtptr);
59 >  os = qtqueryset(qt);
60  
61 <    for (i = QT_SET_CNT(os),optr = QT_SET_PTR(os); i > 0; i--)
62 <    {
63 <      t_id = QT_SET_NEXT_ELEM(optr);
64 <      /* Set the render flag */
65 <      if(SM_IS_NTH_T_BASE(sm,t_id))
61 >  for (i = QT_SET_CNT(os), optr = QT_SET_PTR(os); i > 0; i--)
62 >  {
63 >    t_id = QT_SET_NEXT_ELEM(optr);
64 >    /* Set the render flag */
65 >    if(SM_IS_NTH_T_BASE(smMesh,t_id))
66          continue;
67 <      SM_SET_NTH_T_ACTIVE(sm,t_id);
68 <      /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
69 <      SM_SET_NTH_T_LRU(sm,t_id);
63 <    }
67 >    SM_SET_NTH_T_ACTIVE(smMesh,t_id);
68 >    /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
69 >    SM_SET_NTH_T_LRU(smMesh,t_id);
70    }
71    return(TRUE);
72   }
73  
74 <
75 < smMark_tris_in_frustum(sm,vp)
70 < SM *sm;
71 < VIEW *vp;
74 > mark_tris_in_frustum(view)
75 > VIEW *view;
76   {
77      FVECT nr[4],far[4];
78  
# Line 79 | Line 83 | VIEW *vp;
83         dev_zmin,dev_zmax to satisfy OGL
84      */
85  
86 <    /* First clear all the triangle active flags */
87 <    smClear_flags(sm,T_ACTIVE_FLAG);
86 >    /* First clear all the quadtree node and triangle active flags */
87 >    qtClearAllFlags();
88 >    smClear_flags(smMesh,T_ACTIVE_FLAG);
89  
90      /* calculate the world space coordinates of the view frustum */
91 <    calculate_view_frustum(vp->vp,vp->hvec,vp->vvec,vp->horiz,vp->vert,
92 <                           dev_zmin,dev_zmax,nr,far);
91 >    calculate_view_frustum(view->vp,view->hvec,view->vvec,view->horiz,
92 >                           view->vert, dev_zmin,dev_zmax,nr,far);
93  
94      /* Project the view frustum onto the spherical quadtree */
95      /* For every cell intersected by the projection of the faces
96         of the frustum: mark all triangles in the cell as ACTIVE-
97         Also set the triangles LRU clock counter
98         */
94    /* Need to do tonemap call */
99      /* Near face triangles */
100 <    smLocator_apply_func(sm,nr[0],nr[2],nr[3],mark_active_tris,(char *)(sm));
101 <    smLocator_apply_func(sm,nr[2],nr[0],nr[1],mark_active_tris,(char *)(sm));
100 >    smLocator_apply_func(smMesh,nr[0],nr[2],nr[3],mark_active_tris,NULL);
101 >    smLocator_apply_func(smMesh,nr[2],nr[0],nr[1],mark_active_tris,NULL);
102      /* Right face triangles */
103 <    smLocator_apply_func(sm,nr[0],far[3],far[0],mark_active_tris,(char *)(sm));
104 <    smLocator_apply_func(sm,far[3],nr[0],nr[3],mark_active_tris,(char *)(sm));
103 >    smLocator_apply_func(smMesh,nr[0],far[3],far[0],mark_active_tris,NULL);
104 >    smLocator_apply_func(smMesh,far[3],nr[0],nr[3],mark_active_tris,NULL);
105      /* Left face triangles */
106 <    smLocator_apply_func(sm,nr[1],far[2],nr[2],mark_active_tris,(char *)(sm));
107 <    smLocator_apply_func(sm,far[2],nr[1],far[1],mark_active_tris,(char *)(sm));
106 >    smLocator_apply_func(smMesh,nr[1],far[2],nr[2],mark_active_tris,NULL);
107 >    smLocator_apply_func(smMesh,far[2],nr[1],far[1],mark_active_tris,NULL);
108      /* Top face triangles */
109 <    smLocator_apply_func(sm,nr[0],far[0],nr[1],mark_active_tris,(char *)(sm));
110 <    smLocator_apply_func(sm,nr[1],far[0],far[1],mark_active_tris,(char *)(sm));
109 >    smLocator_apply_func(smMesh,nr[0],far[0],nr[1],mark_active_tris,NULL);
110 >    smLocator_apply_func(smMesh,nr[1],far[0],far[1],mark_active_tris,NULL);
111      /* Bottom face triangles */
112 <    smLocator_apply_func(sm,nr[3],nr[2],far[3],mark_active_tris,(char *)(sm));
113 <    smLocator_apply_func(sm,nr[2],far[2],far[3],mark_active_tris,(char *)(sm));
112 >    smLocator_apply_func(smMesh,nr[3],nr[2],far[3],mark_active_tris,NULL);
113 >    smLocator_apply_func(smMesh,nr[2],far[2],far[3],mark_active_tris,NULL);
114      /* Far face triangles */
115 <   smLocator_apply_func(sm,far[0],far[2],far[1],mark_active_tris,(char *)(sm));
116 <   smLocator_apply_func(sm,far[2],far[0],far[3],mark_active_tris,(char *)(sm));
115 >    smLocator_apply_func(smMesh,far[0],far[2],far[1],mark_active_tris,NULL);
116 >    smLocator_apply_func(smMesh,far[2],far[0],far[3],mark_active_tris,NULL);
117  
118   #ifdef TEST_DRIVER
119      VCOPY(FrustumFar[0],far[0]);
# Line 131 | Line 135 | VIEW *vp;
135   */
136   smClean()
137   {
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
138      smClean_notify = TRUE;
139   }
140  
141 + int
142 + qtCache_init(nel)               /* initialize for at least nel elements */
143 + int     nel;
144 + {
145 +        static int  hsiztab[] = {
146 +                8191, 16381, 32749, 65521, 131071, 262139, 524287, 1048573, 0
147 +        };
148 +        register int  i;
149  
150 < smRender_tri(sm,i,vp)
150 >        if (nel <= 0) {                 /* call to free table */
151 >                if (qt_hsiz) {
152 >                        free((char *)qt_htbl);
153 >                        qt_htbl = NULL;
154 >                        qt_hsiz = 0;
155 >                }
156 >                return(0);
157 >        }
158 >        nel += nel>>1;                  /* 66% occupancy */
159 >        for (i = 0; hsiztab[i]; i++)
160 >                if (hsiztab[i] > nel)
161 >                        break;
162 >        if (!(qt_hsiz = hsiztab[i]))
163 >                qt_hsiz = nel*2 + 1;            /* not always prime */
164 >        qt_htbl = (QT_LUENT *)calloc(qt_hsiz, sizeof(QT_LUENT));
165 >        if (qt_htbl == NULL)
166 >                qt_hsiz = 0;
167 >        for (i = qt_hsiz; i--; )
168 >                qt_htbl[i].qt = EMPTY;
169 >        return(qt_hsiz);
170 > }
171 >
172 > QT_LUENT *
173 > qtCache_find(qt)                /* find a quadtree table entry */
174 > QUADTREE qt;
175 > {
176 >        int     i, n;
177 >        register int    ndx;
178 >        register QT_LUENT       *le;
179 >
180 >        if (qt_hsiz == 0 && !qtCache_init(1))
181 >                return(NULL);
182 > tryagain:                               /* hash table lookup */
183 >        ndx = (unsigned long)qt % qt_hsiz;
184 >        for (i = 0, n = 1; i < qt_hsiz; i++, n += 2) {
185 >                le = &qt_htbl[ndx];
186 >                if (QT_IS_EMPTY(le->qt) || le->qt == qt)
187 >                        return(le);
188 >                if ((ndx += n) >= qt_hsiz)      /* this happens rarely */
189 >                        ndx = ndx % qt_hsiz;
190 >        }
191 >                                        /* table is full, reallocate */
192 >        le = qt_htbl;
193 >        ndx = qt_hsiz;
194 >        if (!qtCache_init(ndx+1)) {     /* no more memory! */
195 >                qt_htbl = le;
196 >                qt_hsiz = ndx;
197 >                return(NULL);
198 >        }
199 >                                        /* copy old table to new and free */
200 >        while (ndx--)
201 >                if (!QT_IS_EMPTY(le[ndx].qt))
202 >                        copystruct(qtCache_find(le[ndx].qt), &le[ndx]);
203 >        free((char *)le);
204 >        goto tryagain;                  /* should happen only once! */
205 > }
206 >
207 > stCount_level_leaves(lcnt, qt)  /* count quadtree leaf nodes at each level */
208 > int lcnt[];
209 > register QUADTREE qt;
210 > {
211 >  if (QT_IS_EMPTY(qt))
212 >    return;
213 >  if (QT_IS_TREE(qt)) {
214 >    if (!QT_IS_FLAG(qt))        /* not in our frustum */
215 >      return;
216 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0));
217 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1));
218 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2));
219 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3));
220 >  }
221 >  else
222 >    lcnt[0]++;
223 > }
224 >
225 >
226 > QTRAVG *
227 > qtRender_level(qt,v0,v1,v2,sm,lvl)
228 > QUADTREE qt;
229 > FVECT v0,v1,v2;
230   SM *sm;
231 + int lvl;
232 + {
233 +  FVECT a,b,c;
234 +  register QT_LUENT *le;
235 +  QTRAVG *rc[4];
236 +  
237 +  if (QT_IS_EMPTY(qt))                          /* empty leaf node */
238 +    return(NULL);
239 +  if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt))        /* not in our frustum */
240 +    return(NULL);
241 +                                        /* else look up node */
242 +  if ((le = qtCache_find(qt)) == NULL)
243 +    error(SYSTEM, "out of memory in qtRender_level");
244 +  if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0))
245 +  {                                     /* compute children */
246 +    qtSubdivide_tri(v0,v1,v2,a,b,c);
247 +    rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,a,c,sm,lvl-1);
248 +    rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),a,v1,b,sm,lvl-1);
249 +    rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),c,b,v2,sm,lvl-1);
250 +    rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),b,c,a,sm,lvl-1);
251 +  }
252 +  if (QT_IS_EMPTY(le->qt))
253 +  {                                     /* let's make some data! */
254 +    int rgbs[3];
255 +    double distsum;
256 +    register int i, n;
257 +                                        /* average our triangle vertices */
258 +    rgbs[0] = rgbs[1] = rgbs[2] = 0;
259 +    distsum = 0.; n = 0;
260 +    if(QT_IS_TREE(qt))
261 +    {                                   /* from subtree */
262 +      for (i = 4; i--; )
263 +        if (rc[i] != NULL)
264 +        {
265 +          rgbs[0] += rc[i]->rgb[0]; rgbs[1] += rc[i]->rgb[1];
266 +          rgbs[2] += rc[i]->rgb[2]; distsum += rc[i]->dist; n++;
267 +        }
268 +    }
269 +    else
270 +    {                                   /* from triangle set */
271 +      OBJECT *os;
272 +      int s0, s1, s2;
273 +
274 +      os = qtqueryset(qt);
275 +      for (n = os[0]; n; n--)
276 +      {
277 +        qtTri_from_id(os[n],a,b,c,NULL,NULL,NULL,&s0,&s1,&s2);
278 +        distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
279 +                                : sqrt(dist2(a,SM_VIEW_CENTER(sm)));
280 +        distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
281 +                                : sqrt(dist2(b,SM_VIEW_CENTER(sm)));
282 +        distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax
283 +                                : sqrt(dist2(c,SM_VIEW_CENTER(sm)));
284 +        rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0]
285 +                  + SM_NTH_RGB(sm,s2)[0];
286 +        rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1]
287 +                  + SM_NTH_RGB(sm,s2)[1];
288 +        rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
289 +                  + SM_NTH_RGB(sm,s2)[2];
290 +      }
291 +      n = 3*os[0];
292 +    }
293 +    if (!n)
294 +      return(NULL);
295 +    le->qt = qt;
296 +    le->av.rgb[0] = rgbs[0]/n; le->av.rgb[1] = rgbs[1]/n;
297 +    le->av.rgb[2] = rgbs[2]/n; le->av.dist = distsum/(double)n;
298 +  }
299 +  if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt)))
300 +  {                             /* render this node */
301 +                                        /* compute pseudo vertices */
302 +    VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2);
303 +    normalize(a); normalize(b); normalize(c);
304 +    VSUM(a,SM_VIEW_CENTER(sm),a,le->av.dist);
305 +    VSUM(b,SM_VIEW_CENTER(sm),b,le->av.dist);
306 +    VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist);
307 +                                        /* draw triangle */
308 +    glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]);
309 +    /* NOTE: Triangle vertex order may change */
310 +    glVertex3d(c[0],c[1],c[2]);
311 +    glVertex3d(b[0],b[1],b[2]);
312 +    glVertex3d(a[0],a[1],a[2]);
313 +  }
314 +  return(&le->av);
315 + }
316 +
317 +
318 + smRender_stree_level(sm,lvl)
319 + SM *sm;
320 + int lvl;
321 + {
322 +  QUADTREE root;
323 +  int i;
324 +  FVECT t0,t1,t2;
325 +
326 +  if (lvl < 1)
327 +    return;
328 +  glPushAttrib(GL_LIGHTING_BIT);
329 +  glShadeModel(GL_FLAT);
330 +  glBegin(GL_TRIANGLES);
331 +  for(i=0; i < 4; i++)
332 +  {
333 +    root = ST_NTH_ROOT(SM_LOCATOR(sm),i);
334 +    stNth_base_verts(SM_LOCATOR(sm),i,t0,t1,t2);
335 +    qtRender_level(root,t0,t1,t2,sm,lvl-1);
336 +  }
337 +  glEnd();
338 +  glPopAttrib();
339 + }
340 +
341 +
342 + smRender_stree(sm, qual)        /* render some quadtree triangles */
343 + SM *sm;
344 + int qual;
345 + {
346 +  int i, ntarget;
347 +  int lvlcnt[QT_MAX_LEVELS];
348 +
349 +  if (qual <= 0)
350 +    return;
351 +                                /* compute rendering target */
352 +  ntarget = 0;
353 +  SM_FOR_ALL_ACTIVE_TRIS(sm,i)
354 +    ntarget++;
355 +  ntarget = ntarget*qual/100;
356 +  if (!ntarget)
357 +    return;
358 +  for (i = QT_MAX_LEVELS; i--; )
359 +    lvlcnt[i] = 0;
360 +  stCount_level_leaves(lvlcnt, SM_LOCATOR(sm)->root);
361 +  for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i])
362 +    if (ntarget < lvlcnt[i+1])
363 +      break;
364 +                                /* compute and render target level */
365 +  smRender_stree_level(sm,i);
366 + }
367 +
368 +
369 + smRender_tri(sm,i,vp,clr)
370 + SM *sm;
371   int i;
372   FVECT vp;
373 + int clr;
374   {
375    TRI *tri;
376    double ptr[3];
377    int j;
378  
379    tri = SM_NTH_TRI(sm,i);
380 <  SM_CLEAR_NTH_T_NEW(sm,i);
381 <  if(smNew_tri_cnt)
159 <     smNew_tri_cnt--;
380 >  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
381 >
382    /* NOTE:Triangles are defined clockwise:historical relative to spherical
383       tris: could change
384       */
385    for(j=2; j>= 0; j--)
386    {
387 + #ifdef DEBUG
388 +    if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j)))
389 +      eputs("SmRenderTri(): shouldnt have bg samples\n");
390 + #endif
391      glColor3ub(SM_NTH_RGB(sm,T_NTH_V(tri,j))[0],
392                 SM_NTH_RGB(sm,T_NTH_V(tri,j))[1],
393                 SM_NTH_RGB(sm,T_NTH_V(tri,j))[2]);
# Line 170 | Line 396 | FVECT vp;
396    }
397   }
398  
399 < /* NOTE SEEMS BAD TO PENALIZE POLYGONS INFRONT BY LETTING
174 < ADJACENT TRIANGLES TO BG be BG
175 < */
176 < smRender_bg_tri(sm,i,vp)
399 > smRender_mixed_tri(sm,i,vp,clr)
400   SM *sm;
401   int i;
402   FVECT vp;
403 + int clr;
404   {
405    TRI *tri;
406 <  FVECT p;
406 >  double p[3],d;
407    int j,ids[3],cnt;
408 <  BYTE rgb[3];
408 >  int rgb[3];
409  
410    tri = SM_NTH_TRI(sm,i);
411 <  SM_CLEAR_NTH_T_NEW(sm,i);
412 <  if(smNew_tri_cnt)
189 <     smNew_tri_cnt--;
411 >  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
412 >
413    /* NOTE:Triangles are defined clockwise:historical relative to spherical
414       tris: could change
415       */
416    cnt = 0;
417 +  d = 0.0;
418    rgb[0] = rgb[1] = rgb[2] = 0;
419 <  for(j=0;j<3;j++)
419 >  for(j=0;j < 3;j++)
420    {
421 <    ids[j] = T_NTH_V(tri,j);
422 <    if(SM_BG_SAMPLE(sm,ids[j]))
423 <    {
424 <      rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
425 <      rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
426 <      rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
427 <      cnt++;
428 <    }
421 >      ids[j] = T_NTH_V(tri,j);
422 >      if(!SM_BG_SAMPLE(sm,ids[j]))
423 >      {
424 >          rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
425 >          rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
426 >          rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
427 >          cnt++;
428 >          d += DIST(vp,SM_NTH_WV(sm,ids[j]));
429 >      }
430    }
431 <  if(cnt)
431 >  if(cnt > 1)
432    {
433      rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
434 +    d /= (double)cnt;
435    }
436    for(j=2; j>= 0; j--)
437    {
438      if(SM_BG_SAMPLE(sm,ids[j]))
439 <      glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
440 <                 SM_NTH_RGB(sm,ids[j])[2]);
439 >    {
440 >        glColor3ub(rgb[0],rgb[1],rgb[2]);
441 >        VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
442 >        p[0] *= d;
443 >        p[1] *= d;
444 >        p[2] *= d;
445 >        VADD(p,p,SM_VIEW_CENTER(sm));
446 >    }
447      else
448 <      glColor3ub(rgb[0],rgb[1],rgb[2]);
449 <    VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
450 <    VADD(p,p,vp);
448 >    {
449 >        glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
450 >                   SM_NTH_RGB(sm,ids[j])[2]);
451 >        VCOPY(p,SM_NTH_WV(sm,ids[j]));
452 >    }
453      glVertex3d(p[0],p[1],p[2]);
454 +   }
455 + }
456 +
457 + smRender_bg_tri(sm,i,vp,d,clr)
458 + SM *sm;
459 + int i;
460 + FVECT vp;
461 + double d;
462 + int clr;
463 + {
464 +  double p[3];
465 +  int j,id;
466 +  TRI *tri;
467 +  
468 +  tri = SM_NTH_TRI(sm,i);
469 +  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
470 +
471 +  /* NOTE:Triangles are defined clockwise:historical relative to spherical
472 +     tris: could change
473 +     */
474 +  for(j=2; j>= 0; j--)
475 +  {
476 +      id = T_NTH_V(tri,j);
477 +      glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1],
478 +                 SM_NTH_RGB(sm,id)[2]);
479 +      VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm));
480 +      if(dev_zmin >= 0.99)
481 +       {
482 +           p[0] *= d;
483 +           p[1] *= d;
484 +           p[2] *= d;
485 +       }
486 +      VADD(p,p,vp);
487 +      glVertex3d(p[0],p[1],p[2]);
488    }
489   }
490  
491 < smRender_mesh(sm,vp)
491 > smRender_mesh(sm,vp,clr)
492   SM *sm;
493   FVECT vp;
494 + int clr;
495   {
496    int i;
497    TRI *tri;
498 <  double ptr[3];
498 >  double ptr[3],d;
499    int j;
500  
501 +  d = (dev_zmin+dev_zmax)/2.0;
502    glPushAttrib(GL_DEPTH_BUFFER_BIT);
503    
504    /* First draw background polygons */
505 +
506    glDisable(GL_DEPTH_TEST);
507    glBegin(GL_TRIANGLES);
508    SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i)
509 <    smRender_bg_tri(sm,i,vp);
509 >     smRender_bg_tri(sm,i,vp,d,clr);
510    glEnd();
511    
512    glEnable(GL_DEPTH_TEST);
513    glBegin(GL_TRIANGLES);
514    SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i)
515 <    smRender_tri(sm,i,vp);
515 >  {
516 >      if(!SM_MIXED_TRI(sm,i))
517 >        smRender_tri(sm,i,vp,clr);
518 >     else
519 >        smRender_mixed_tri(sm,i,vp,clr);
520 >  }
521    glEnd();
522  
523    glPopAttrib();
524   }
525 +
526   smRender_tri_edges(sm,i)
527   SM *sm;
528   int i;
# Line 284 | Line 561 | compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
561    return(0);
562   }
563  
564 < smDepth_sort_tris(sm,vp,td)
564 > LIST
565 > *smDepth_sort_tris(sm,vp,td)
566   SM *sm;
567 < VIEW *vp;
567 > FVECT vp;
568   T_DEPTH *td;
569   {
570 <  int i,j,t_id;
570 >  int i,j,t_id,v;
571    TRI *tri;
572 <  double d[3];
572 >  double d,min_d;
573 >  LIST *tlist=NULL;
574  
575    i = 0;
576    SM_FOR_ALL_NEW_TRIS(sm,t_id)
577    {
578 <    if(i >= smNew_tri_cnt)
578 >    if(SM_BG_TRI(sm,t_id))
579      {
580 < #ifdef DEBUG
581 <        eputs("smDepth_sort_tris(): more new tris then counted\n");
303 < #endif
304 <        break;
580 >        tlist = push_data(tlist,t_id);
581 >        continue;
582      }
583      tri = SM_NTH_TRI(sm,t_id);
584      td[i].tri = t_id;
585 +    min_d = -1;
586      for(j=0;j < 3;j++)
587 <      d[j] = DIST(vp->vp,SM_T_NTH_WV(sm,tri,j));
588 <    td[i].depth = MIN_VEC3(d);
587 >    {
588 >        v = T_NTH_V(tri,j);
589 >        if(!SM_BG_SAMPLE(sm,v))
590 >        {
591 >            d = DIST(vp,SM_NTH_WV(sm,v));
592 >            if(min_d == -1 || d < min_d)
593 >               min_d = d;
594 >        }
595 >    }
596 >    td[i].depth = min_d;
597      i++;
598    }
599 <  qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths);
599 >  td[i].tri = -1;
600 >  if(i)
601 >     qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths);
602 >  return(tlist);
603   }
604  
605  
606 < smUpdate_Rendered_mesh(sm,vp)
606 > smUpdate_Rendered_mesh(sm,vp,clr)
607   SM *sm;
608 < VIEW *vp;
608 > FVECT vp;
609 > int clr;
610   {
611    static T_DEPTH *td= NULL;
612    static int tsize = 0;
613    int i;
614    GLint depth_test;
615 <
615 >  double d;
616 >  LIST *bglist;
617    /* For all of the NEW triangles (since last update): assume
618       ACTIVE. Go through and sort on depth value (from vp). Turn
619       Depth Buffer test off and render back-front
# Line 331 | Line 622 | VIEW *vp;
622    if(smNew_tri_cnt > tsize)
623    {
624      if(td)
625 <      free(td);
625 >      free((char *)td);
626      td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH));
627      tsize = smNew_tri_cnt;
628    }
# Line 339 | Line 630 | VIEW *vp;
630    {
631      error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n");
632    }
633 <  smDepth_sort_tris(sm,vp,td);
633 >  bglist = smDepth_sort_tris(sm,vp,td);
634  
635 <  /* Turn Depth Test off */
635 >  /* Turn Depth Test off -- using Painter's algorithm */
636    glPushAttrib(GL_DEPTH_BUFFER_BIT);
637 <  glDepthFunc(GL_ALWAYS);          /* Turn off Depth-painter's algorithm */
638 <
637 >  glDisable(GL_DEPTH_TEST);
638 >  d = (dev_zmin+dev_zmax)/2.0;
639    /* Now render back-to front */
640    /* First render bg triangles */
350  glDisable(GL_DEPTH_TEST);
641    glBegin(GL_TRIANGLES);
642 <  for(i=0; i< smNew_tri_cnt; i++)
643 <    if(SM_BG_TRI(sm,td[i].tri))
354 <      smRender_bg_tri(sm,td[i].tri,vp);
642 >  while(bglist)
643 >     smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr);
644    glEnd();
645  
646    glEnable(GL_DEPTH_TEST);
647    glBegin(GL_TRIANGLES);
648 <  for(i=0; i< smNew_tri_cnt; i++)
649 <    if(!SM_BG_TRI(sm,td[i].tri))
650 <      smRender_tri(sm,td[i].tri,vp);
648 >  i=0;
649 >  while(td[i].tri != -1)
650 >     if(!SM_MIXED_TRI(sm,td[i].tri))
651 >        smRender_tri(sm,td[i++].tri,vp,clr);
652 >     else
653 >        smRender_mixed_tri(sm,td[i++].tri,vp,clr);
654    glEnd();
655  
656    /* Restore Depth Test */
# Line 366 | Line 658 | VIEW *vp;
658   }
659  
660   /*
661 < * smUpdate(vp, qua)    : update OpenGL output geometry for view vp
662 < * VIEW *vp;            : desired view
661 > * smUpdate(view, qua)  : update OpenGL output geometry for view vp
662 > * VIEW *view;          : desired view
663   * int  qual;           : quality level (percentage on linear time scale)
664   *
665   * Draw new geometric representation using OpenGL calls.  Assume that the
666   * view has already been set up and the correct frame buffer has been
667   * selected for drawing.  The quality level is on a linear scale, where 100%
668   * is full (final) quality.  It is not necessary to redraw geometry that has
669 < * been output since the last call to smClean().
669 > * been output since the last call to smClean().  (The last view drawn will
670 > * be view==&odev.v each time.)
671   */
672 < smUpdate(vp,qual)
673 <   VIEW *vp;
672 > smUpdate(view,qual)
673 >   VIEW *view;
674     int qual;
675   {
676    double d;
677 +  int last_update;
678    int t;
679 < #ifdef TEST_DRIVER  
386 <  Current_View = (*vp);
387 < #endif
679 >
680    /* If view has moved beyond epsilon from canonical: must rebuild -
681       epsilon is calculated as running avg of distance of sample points
682 <     from canonical view: m = 1/(SUM1/r): some fraction of this
682 >     from canonical view: m = 1/(AVG(1/r)): some fraction of this
683     */
684 <  d = DIST(vp->vp,SM_VIEW_CENTER(smMesh));
684 >  d = DIST(view->vp,SM_VIEW_CENTER(smMesh));
685    if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
686    {
395      smNew_tri_cnt = 0;
687        /* Re-build the mesh */
688 <      smRebuild_mesh(smMesh,vp);
688 > #ifdef TEST_DRIVER
689 >    odev.v = *view;
690 > #endif    
691 >      smRebuild_mesh(smMesh,view->vp);
692    }
693 <  /* Check if should draw ALL triangles in current frustum */
694 <  if(smClean_notify || (smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT))
693 >  /* This is our final update iff qual==100 and view==&odev.v */
694 >  last_update = qual>=100 && view==&(odev.v);
695 >  /* Check if we should draw ALL triangles in current frustum */
696 >  if(smClean_notify || smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT)
697    {
698   #ifdef TEST_DRIVER
699      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
700   #else
701 <    tmClearHisto();
702 <    tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
703 <    if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
704 <       return;
705 <    if(tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
706 <                   SM_NUM_SAMP(smMesh))!=TM_E_OK)
707 <       return;
701 >    if (SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh))
702 >    {
703 >       tmClearHisto();
704 >       tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
705 >       if(tmComputeMapping(0.,0.,0.) != TM_E_OK ||
706 >                   tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
707 >                                SM_NUM_SAMP(smMesh)) != TM_E_OK)
708 >            return;
709 >    }
710   #endif
711 <    smRender_mesh(smMesh,vp->vp);
712 <    smClean_notify = FALSE;
711 >    mark_tris_in_frustum(view);
712 >    if (qual <= 75)
713 >        smRender_stree(smMesh,qual);
714 >    else
715 >        smRender_mesh(smMesh,view->vp,last_update);
716   #ifdef TEST_DRIVER
717      glFlush();
718      glutSwapBuffers();
# Line 437 | Line 738 | smUpdate(vp,qual)
738                     SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK)
739            return;
740   #endif    
741 <    smUpdate_Rendered_mesh(smMesh,vp);
741 >    smUpdate_Rendered_mesh(smMesh,view->vp,last_update);
742      
743   #ifdef TEST_DRIVER
744      glDrawBuffer(GL_BACK);
745   #endif
746    }
747    SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh);
748 < }
748 >  if (last_update)
749 >  {
750 >    smClean_notify = FALSE;
751 >    smNew_tri_cnt = 0;
752 >    qtCache_init(0);
753 >  }
754  
755 <    /* LATER:If quality < 100 should draw approximation because it indicates
450 <       the user is moving
451 <       */
452 <
453 <
755 > }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines