--- ray/src/hd/sm_ogl.c 1999/01/10 10:27:48 3.13 +++ 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 */ @@ -45,13 +50,16 @@ 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(tmflag) : display has been wiped clean * int tmflag; @@ -64,7 +72,7 @@ smClean(tmflag) { smClean_notify = TRUE; if(tmflag) - SM_TONE_MAP(smMesh) = 0; + smCompute_mapping = TRUE; } int @@ -259,7 +267,7 @@ int lvl; } -smRender_stree_level(sm,lvl) +smRender_approx_stree_level(sm,lvl) SM *sm; int lvl; { @@ -285,17 +293,32 @@ int lvl; 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, 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; @@ -320,232 +343,361 @@ 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);} \ + glColor3ub(rgb2[0],rgb2[1],rgb2[2]); glVertex3fv(v2);} -render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,bg0,bg1,bg2,vp,vc) + +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]; -int bg0,bg1,bg2; FVECT vp,vc; +int bg0,bg1,bg2; { - double p[3],d; - int j,ids[3],cnt; - int rgb[3]; + double d,p[3]; + int j,cnt,rgb[3],base; + + base = bg0==BASE || bg1==BASE || bg2==BASE; - /* NOTE:Triangles are defined clockwise:historical relative to spherical - tris: could change - */ - if(bg0 && bg1 && bg2) - return; + 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); + } - cnt = 0; - d = 0.0; - rgb[0] = rgb[1] = rgb[2] = 0; + if(bg0== BASE) + glColor3ub(rgb[0],rgb[1],rgb[2]); + else + glColor3ub(rgb0[0],rgb0[1],rgb0[2]); if(!bg0) { - rgb[0] += rgb0[0]; - rgb[1] += rgb0[1]; - rgb[2] += rgb0[2]; - cnt++; - d += DIST(vp,v0); + 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) { - rgb[0] += rgb1[0]; - rgb[1] += rgb1[1]; - rgb[2] += rgb1[2]; - cnt++; - d += DIST(vp,v1); + 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) { - rgb[0] += rgb2[0]; - rgb[1] += rgb2[1]; - rgb[2] += rgb2[2]; + 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; +FVECT vp; +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; + + 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++; - d += DIST(vp,v2); } - if(cnt > 1) + if(!b1) { - rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt; - d /= (double)cnt; - } - if(bg0) + 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]); - VSUB(p,v0,vc); - p[0] *= d; - p[1] *= d; - p[2] *= d; - VADD(p,p,vc); - glVertex3dv(p); + SUBV3(p,v0,vp); + ISCALEV3(p,d); + IADDV3(p,vp); + glVertex3dv(p); } else { glColor3ub(rgb0[0],rgb0[1],rgb0[2]); glVertex3fv(v0); - } - if(bg1) + } + if(b1) { glColor3ub(rgb[0],rgb[1],rgb[2]); - VSUB(p,v1,vc); - p[0] *= d; - p[1] *= d; - p[2] *= d; - VADD(p,p,vc); + SUBV3(p,v1,vp); + ISCALEV3(p,d); + IADDV3(p,vp); glVertex3dv(p); } else { glColor3ub(rgb1[0],rgb1[1],rgb1[2]); glVertex3fv(v1); - } - if(bg2) + } + if(b2) { glColor3ub(rgb[0],rgb[1],rgb[2]); - VSUB(p,v2,vc); - p[0] *= d; - p[1] *= d; - p[2] *= d; - VADD(p,p,vc); + SUBV3(p,v2,vp); + ISCALEV3(p,d); + IADDV3(p,vp); glVertex3dv(p); } else { glColor3ub(rgb2[0],rgb2[1],rgb2[2]); glVertex3fv(v2); - } - -} - -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); - } - -smRender_mesh(sm,vp) +/* + * 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]; { - int i,n,bg0,bg1,bg2; - double d; - int v0_id,v1_id,v2_id; TRI *tri; - 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); + int i,n,b0,b1,b2; + int v0_id,v1_id,v2_id; - /* First draw background polygons */ - glDisable(GL_DEPTH_TEST); glBegin(GL_TRIANGLES); - - 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]) + if(t_flag[n]) for(i=0; i < 32; i++) - if(active_flag[n] & bg_flag[n] & (1L << 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); - 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); - 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)) + 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]) - 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(); } + 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); } @@ -554,14 +706,13 @@ compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) #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; + extern char *malloc(), *realloc(); + static char *tempbuf = NULL; + static unsigned tempbuflen = 0; #ifdef DEBUG static int in_use=FALSE; @@ -590,6 +741,15 @@ unsigned len; 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; @@ -615,13 +775,10 @@ T_DEPTH *td; 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; - } + 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; } @@ -630,20 +787,54 @@ T_DEPTH *td; qsort((void *)td,tcnt,sizeof(T_DEPTH),compare_tri_depths); } +/* + * smUpdate_tm(sm) : Update the tone-mapping + * SM *sm; : mesh + * + */ +smUpdate_tm(sm) +SM *sm; +{ + int t = SM_TONE_MAP(sm); -smUpdate_Rendered_mesh(sm,vp,clr) + 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,bg0,bg1,bg2; - GLint depth_test; - double d; + int i,n,v0_id,v1_id,v2_id,b0,b1,b2; TRI *tri; float (*wp)[3]; BYTE (*rgb)[3]; int4 *new_flag,*bg_flag; T_DEPTH *td = NULL; + + smUpdate_tm(sm); + /* 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 @@ -652,68 +843,27 @@ int clr; { /* 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 - if(!td) - eputs("Cant create list:wont depth sort:smUpdate_rendered_mesh\n"); + else + eputs("Cant create list:wont depth sort:smUpdate_incremental\n"); #endif - smOrder_new_tris(sm,vp,td); } 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); - 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); - 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); + smRender_bg_tris(sm,vp,new_flag,bg_flag,wp,rgb); 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)); - } - } + smRender_fg_tris(sm,vp,new_flag,bg_flag,wp,rgb); else { + glBegin(GL_TRIANGLES); for(i=0; td[i].tri != -1;i++) { tri = SM_NTH_TRI(sm,td[i].tri); @@ -723,29 +873,523 @@ int clr; 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)) + 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]) - 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 + glEnd(); freebuf(td); -#endif } + /* 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(QT_IS_LEAF(qt)) + { + if(!QT_LEAF_IS_FLAG(qt)) + return; + } + else + if(!QT_IS_FLAG(qt)) + return; + + if(!Display_lists[i][which]) + { + 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(); + } + 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_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; +QUADTREE qt; +FVECT vp; +float (*wp)[3]; +BYTE (*rgb)[3]; +int which,cull; +{ + int i; + + if(QT_IS_EMPTY(qt)) + return; + + if(QT_IS_LEAF(qt)) + { + 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,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; +VIEW *view; +int cull; +{ + float (*wp)[3]; + BYTE (*rgb)[3]; + int i; + STREE *st= SM_LOCATOR(sm); + + 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); + 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); + 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(); - /* Restore Depth Test */ + glPopMatrix(); + + glEnable(GL_DEPTH_TEST); + + glBegin(GL_TRIANGLES); + 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_mesh_dl(sm,view) : Render stree utilizing display lists + * SM *sm; : mesh + * VIEW *view; : current view + */ +smRender_mesh_dl(sm,view) +SM *sm; +VIEW *view; +{ + 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]); + + return; + } + smCull(sm,view,SM_DL_LEVELS); + + 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(); +} + + + /* - * smUpdate(view, qua) : update OpenGL output geometry for view vp + * 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; +{ + int4 *active_flag,*bg_flag; + float (*wp)[3]; + BYTE (*rgb)[3]; + + 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(); + +} + +/* Clear all of the display lists */ +clear_display_lists() +{ + 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; + } + } +} + +/* + * 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(QT_IS_LEAF(qt)) + { + if(!QT_LEAF_IS_FLAG(qt)) + return; + } + else + if(!QT_IS_FLAG(qt)) + return; + if(Display_lists[i][0]) + { + glDeleteLists(Display_lists[i][0],1); + Display_lists[i][0] = 0; + } + if(Display_lists[i][1]) + { + glDeleteLists(Display_lists[i][1],1); + Display_lists[i][1] = 0; + } + } + 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); + } +} + +/* + * 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; +VIEW *view; +{ + int i; + + if(SM_DL_LEVELS == 0) + { + 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); + + /* 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); + +} + + +/* + * 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, qual) : update OpenGL output geometry * VIEW *view; : desired view * int qual; : quality level (percentage on linear time scale) * @@ -753,93 +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,t; - - if(!smMesh) + /* 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 - */ - d = DIST(view->vp,SM_VIEW_CENTER(smMesh)); - if(qual >= MAXQUALITY && d > SM_ALLOWED_VIEW_CHANGE(smMesh)) + /* Is viewer MOVING?*/ + if(qual < MAXQUALITY) { - /* Re-build the mesh */ -#ifdef TEST_DRIVER - odev.v = *view; -#endif - mark_tris_in_frustum(view); - smRebuild_mesh(smMesh,view); - smClean_notify = TRUE; + /* Render mesh using display lists */ + smRender(smMesh,view,qual); + return; } - /* 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) + + /* Viewer is STATIONARY */ + + /* 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)) { -#ifdef TEST_DRIVER - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); -#else - if (SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh)) + /* 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); + } + else + /* Has a complete redraw been requested ?*/ + if(smClean_notify) { - tmClearHisto(); - tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); - if(tmComputeMapping(0.,0.,0.) != TM_E_OK) - return; - 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 <= (MAXQUALITY*3/4)) - smRender_stree(smMesh,qual); else - smRender_mesh(smMesh,view->vp); -#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); @@ -847,11 +1470,3 @@ smUpdate(view,qual) } } - - - - - - - -