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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 3.2 by gwlarson, Thu Aug 20 16:47:21 1998 UTC vs.
Revision 3.8 by gwlarson, Tue Oct 6 18:16:54 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_flag.h"
20 > #include "sm_list.h"
21   #include "sm_geom.h"
22 + #include "sm_qtree.h"
23 + #include "sm_stree.h"
24   #include "sm.h"
25  
26   #ifdef TEST_DRIVER
# Line 27 | Line 30 | MAKE STATIC LATER: ui.c using for now;
30   */
31   char smClean_notify = TRUE;
32   #else
33 < static char smClean_notify = TRUE;
33 > static int smClean_notify = TRUE;
34   #endif
35  
36 < int
37 < mark_active_tris(qtptr,arg)
36 > typedef struct {
37 >        float   dist;           /* average distance */
38 >        BYTE    rgb[3];         /* average color */
39 > } QTRAVG;               /* average quadtree value */
40 >
41 > typedef struct {
42 >        QUADTREE        qt;     /* quadtree node (key & hash value) */
43 >        QTRAVG          av;     /* node average */
44 > } QT_LUENT;             /* lookup table entry */
45 >
46 > static QT_LUENT *qt_htbl = NULL;        /* quadtree cache */
47 > static int      qt_hsiz = 0;            /* quadtree cache size */
48 >
49 >
50 >
51 > mark_active_tris(qtptr,fptr)
52   QUADTREE *qtptr;
53 < char *arg;
53 > int *fptr;
54   {
55 <  OBJECT os[MAXSET+1],*optr;
56 <  int i,t_id;
57 <  SM *sm;
55 >  QUADTREE qt = *qtptr;
56 >  OBJECT *os,*optr;
57 >  register int i,t_id;
58 >  TRI *tri;
59  
60  
61 <  sm = (SM *)arg;
61 >  if(!QT_FLAG_FILL_TRI(*fptr))
62 >     (*fptr)++;
63  
64 +  if(QT_IS_EMPTY(qt) || QT_LEAF_IS_FLAG(qt))
65 +    return;
66    /* For each triangle in the set, set the which flag*/
67 <  if(QT_IS_EMPTY(*qtptr))
47 <  {
48 <      return(FALSE);
49 <  }
50 <  else
51 <  {
52 <    qtgetset(os,*qtptr);
67 >  os = qtqueryset(qt);
68  
69 <    for (i = QT_SET_CNT(os),optr = QT_SET_PTR(os); i > 0; i--)
70 <    {
71 <      t_id = QT_SET_NEXT_ELEM(optr);
72 <      /* Set the render flag */
73 <      if(SM_IS_NTH_T_BASE(sm,t_id))
69 >  for (i = QT_SET_CNT(os), optr = QT_SET_PTR(os); i > 0; i--)
70 >  {
71 >    t_id = QT_SET_NEXT_ELEM(optr);
72 >    /* Set the render flag */
73 >    tri = SM_NTH_TRI(smMesh,t_id);
74 >    if(!T_IS_VALID(tri) || SM_IS_NTH_T_BASE(smMesh,t_id))
75          continue;
76 <      SM_SET_NTH_T_ACTIVE(sm,t_id);
77 <      /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
78 <      SM_SET_NTH_T_LRU(sm,t_id);
79 <    }
76 >    SM_SET_NTH_T_ACTIVE(smMesh,t_id);
77 >    /* Set the Active bits of the Vertices */
78 >    S_SET_FLAG(T_NTH_V(tri,0));
79 >    S_SET_FLAG(T_NTH_V(tri,1));
80 >    S_SET_FLAG(T_NTH_V(tri,2));
81 >
82    }
65  return(TRUE);
83   }
84  
85 + #define mark_active_interior mark_active_tris
86  
87 < smMark_tris_in_frustum(sm,vp)
88 < SM *sm;
71 < VIEW *vp;
87 > mark_tris_in_frustum(view)
88 > VIEW *view;
89   {
90      FVECT nr[4],far[4];
91 <
91 >    FPEQ peq;
92 >    int debug=0;
93      /* Mark triangles in approx. view frustum as being active:set
94         LRU counter: for use in discarding samples when out
95         of space
# Line 79 | Line 97 | VIEW *vp;
97         dev_zmin,dev_zmax to satisfy OGL
98      */
99  
100 <    /* First clear all the triangle active flags */
101 <    smClear_flags(sm,T_ACTIVE_FLAG);
100 >    /* First clear all the quadtree node and triangle active flags */
101 >    qtClearAllFlags();
102 >    smClear_flags(smMesh,T_ACTIVE_FLAG);
103 >    /* Clear all of the active sample flags*/
104 >    sClear_all_flags(smMesh->samples);
105  
106 +
107      /* calculate the world space coordinates of the view frustum */
108 <    calculate_view_frustum(vp->vp,vp->hvec,vp->vvec,vp->horiz,vp->vert,
109 <                           dev_zmin,dev_zmax,nr,far);
108 >    calculate_view_frustum(view->vp,view->hvec,view->vvec,view->horiz,
109 >                           view->vert, dev_zmin,dev_zmax,nr,far);
110  
89    /* Project the view frustum onto the spherical quadtree */
90    /* For every cell intersected by the projection of the faces
91       of the frustum: mark all triangles in the cell as ACTIVE-
92       Also set the triangles LRU clock counter
93       */
94    /* Need to do tonemap call */
95    /* Near face triangles */
96    smLocator_apply_func(sm,nr[0],nr[2],nr[3],mark_active_tris,(char *)(sm));
97    smLocator_apply_func(sm,nr[2],nr[0],nr[1],mark_active_tris,(char *)(sm));
98    /* Right face triangles */
99    smLocator_apply_func(sm,nr[0],far[3],far[0],mark_active_tris,(char *)(sm));
100    smLocator_apply_func(sm,far[3],nr[0],nr[3],mark_active_tris,(char *)(sm));
101    /* Left face triangles */
102    smLocator_apply_func(sm,nr[1],far[2],nr[2],mark_active_tris,(char *)(sm));
103    smLocator_apply_func(sm,far[2],nr[1],far[1],mark_active_tris,(char *)(sm));
104    /* Top face triangles */
105    smLocator_apply_func(sm,nr[0],far[0],nr[1],mark_active_tris,(char *)(sm));
106    smLocator_apply_func(sm,nr[1],far[0],far[1],mark_active_tris,(char *)(sm));
107    /* Bottom face triangles */
108    smLocator_apply_func(sm,nr[3],nr[2],far[3],mark_active_tris,(char *)(sm));
109    smLocator_apply_func(sm,nr[2],far[2],far[3],mark_active_tris,(char *)(sm));
110    /* Far face triangles */
111   smLocator_apply_func(sm,far[0],far[2],far[1],mark_active_tris,(char *)(sm));
112   smLocator_apply_func(sm,far[2],far[0],far[3],mark_active_tris,(char *)(sm));
113
111   #ifdef TEST_DRIVER
112      VCOPY(FrustumFar[0],far[0]);
113      VCOPY(FrustumFar[1],far[1]);
# Line 121 | Line 118 | VIEW *vp;
118      VCOPY(FrustumNear[2],nr[2]);
119      VCOPY(FrustumNear[3],nr[3]);
120   #endif
121 +    /* Project the view frustum onto the spherical quadtree */
122 +    /* For every cell intersected by the projection of the faces
123 +
124 +       of the frustum: mark all triangles in the cell as ACTIVE-
125 +       Also set the triangles LRU clock counter
126 +       */
127 +    
128 +    if(EQUAL_VEC3(view->vp,SM_VIEW_CENTER(smMesh)))
129 +    {/* Near face triangles */
130 +      smLocator_apply_func(smMesh,nr[3],nr[2],nr[0],mark_active_tris,
131 +                         mark_active_interior,NULL);
132 +      smLocator_apply_func(smMesh,nr[1],nr[0],nr[2],mark_active_tris,
133 +                         mark_active_interior,NULL);
134 +      return;
135 +    }
136 +
137 +    /* Test the view against the planes: and swap orientation if inside:*/
138 +    tri_plane_equation(nr[0],nr[2],nr[3], &peq,FALSE);
139 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) > 0.0)
140 +    {/* Near face triangles */
141 +      smLocator_apply_func(smMesh,nr[3],nr[2],nr[0],mark_active_tris,
142 +                           mark_active_interior,NULL);
143 +      smLocator_apply_func(smMesh,nr[1],nr[0],nr[2],mark_active_tris,
144 +                         mark_active_interior,NULL);
145 +    }
146 +    else
147 +    {/* Near face triangles */
148 +      smLocator_apply_func(smMesh,nr[0],nr[2],nr[3],mark_active_tris,
149 +                           mark_active_interior,NULL);
150 +      smLocator_apply_func(smMesh,nr[2],nr[0],nr[1],mark_active_tris,
151 +                         mark_active_interior,NULL);
152 +    }
153 +    tri_plane_equation(nr[0],far[3],far[0], &peq,FALSE);
154 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) > 0.0)
155 +    { /* Right face triangles */
156 +      smLocator_apply_func(smMesh,far[0],far[3],nr[0],mark_active_tris,
157 +                           mark_active_interior,NULL);
158 +      smLocator_apply_func(smMesh,nr[3],nr[0],far[3],mark_active_tris,
159 +                           mark_active_interior,NULL);
160 +    }
161 +    else
162 +    {/* Right face triangles */
163 +      smLocator_apply_func(smMesh,nr[0],far[3],far[0],mark_active_tris,
164 +                           mark_active_interior,NULL);
165 +      smLocator_apply_func(smMesh,far[3],nr[0],nr[3],mark_active_tris,
166 +                           mark_active_interior,NULL);
167 +    }
168 +
169 +    tri_plane_equation(nr[1],far[2],nr[2], &peq,FALSE);
170 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) > 0.0)
171 +    { /* Left face triangles */
172 +      smLocator_apply_func(smMesh,nr[2],far[2],nr[1],mark_active_tris,
173 +                           mark_active_interior,NULL);
174 +      smLocator_apply_func(smMesh,far[1],nr[1],far[2],mark_active_tris,
175 +                           mark_active_interior,NULL);  
176 +    }
177 +    else
178 +    { /* Left face triangles */
179 +      smLocator_apply_func(smMesh,nr[1],far[2],nr[2],mark_active_tris,
180 +                           mark_active_interior,NULL);
181 +      smLocator_apply_func(smMesh,far[2],nr[1],far[1],mark_active_tris,
182 +                   mark_active_interior,NULL);
183 +
184 +    }
185 +    tri_plane_equation(nr[0],far[0],nr[1], &peq,FALSE);
186 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) > 0.0)
187 +    {/* Top face triangles */
188 +      smLocator_apply_func(smMesh,nr[1],far[0],nr[0],mark_active_tris,
189 +                           mark_active_interior,NULL);
190 +      smLocator_apply_func(smMesh,far[1],far[0],nr[1],mark_active_tris,
191 +                           mark_active_interior,NULL);
192 +    }
193 +    else
194 +    {/* Top face triangles */
195 +      smLocator_apply_func(smMesh,nr[0],far[0],nr[1],mark_active_tris,
196 +                           mark_active_interior,NULL);
197 +      smLocator_apply_func(smMesh,nr[1],far[0],far[1],mark_active_tris,
198 +                           mark_active_interior,NULL);
199 +    }
200 +    tri_plane_equation(nr[3],nr[2],far[3], &peq,FALSE);
201 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) > 0.0)
202 +    {/* Bottom face triangles */
203 +      smLocator_apply_func(smMesh,far[3],nr[2],nr[3],mark_active_tris,
204 +                           mark_active_interior,NULL);
205 +      smLocator_apply_func(smMesh,far[3],far[2],nr[2],mark_active_tris,
206 +                           mark_active_interior,NULL);
207 +    }
208 +    else
209 +    { /* Bottom face triangles */
210 +      smLocator_apply_func(smMesh,nr[3],nr[2],far[3],mark_active_tris,
211 +                           mark_active_interior,NULL);
212 +      smLocator_apply_func(smMesh,nr[2],far[2],far[3],mark_active_tris,
213 +                           mark_active_interior,NULL);
214 +    }
215 +     tri_plane_equation(far[2],far[0],far[1], &peq,FALSE);
216 +    if(PT_ON_PLANE(SM_VIEW_CENTER(smMesh),peq) > 0.0)
217 +    {/* Far face triangles */
218 +      smLocator_apply_func(smMesh,far[0],far[2],far[1],mark_active_tris,
219 +                           mark_active_interior,NULL);
220 +      smLocator_apply_func(smMesh,far[2],far[0],far[3],mark_active_tris,
221 +                           mark_active_interior,NULL);
222 +    }
223 +    else
224 +    {/* Far face triangles */
225 +      smLocator_apply_func(smMesh,far[1],far[2],far[0],mark_active_tris,
226 +                           mark_active_interior,NULL);
227 +      smLocator_apply_func(smMesh,far[3],far[0],far[2],mark_active_tris,
228 +                           mark_active_interior,NULL);
229 +    }
230 +
231   }
232  
233   /*
# Line 131 | Line 238 | VIEW *vp;
238   */
239   smClean()
240   {
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
241      smClean_notify = TRUE;
242   }
243  
244 + int
245 + qtCache_init(nel)               /* initialize for at least nel elements */
246 + int     nel;
247 + {
248 +        static int  hsiztab[] = {
249 +                8191, 16381, 32749, 65521, 131071, 262139, 524287, 1048573, 0
250 +        };
251 +        register int  i;
252  
253 < smRender_tri(sm,i,vp)
253 >        if (nel <= 0) {                 /* call to free table */
254 >                if (qt_hsiz) {
255 >                        free((char *)qt_htbl);
256 >                        qt_htbl = NULL;
257 >                        qt_hsiz = 0;
258 >                }
259 >                return(0);
260 >        }
261 >        nel += nel>>1;                  /* 66% occupancy */
262 >        for (i = 0; hsiztab[i]; i++)
263 >                if (hsiztab[i] > nel)
264 >                        break;
265 >        if (!(qt_hsiz = hsiztab[i]))
266 >                qt_hsiz = nel*2 + 1;            /* not always prime */
267 >        qt_htbl = (QT_LUENT *)calloc(qt_hsiz, sizeof(QT_LUENT));
268 >        if (qt_htbl == NULL)
269 >                qt_hsiz = 0;
270 >        for (i = qt_hsiz; i--; )
271 >                qt_htbl[i].qt = EMPTY;
272 >        return(qt_hsiz);
273 > }
274 >
275 > QT_LUENT *
276 > qtCache_find(qt)                /* find a quadtree table entry */
277 > QUADTREE qt;
278 > {
279 >        int     i, n;
280 >        register int    ndx;
281 >        register QT_LUENT       *le;
282 >
283 >        if (qt_hsiz == 0 && !qtCache_init(1))
284 >                return(NULL);
285 > tryagain:                               /* hash table lookup */
286 >        ndx = (unsigned long)qt % qt_hsiz;
287 >        for (i = 0, n = 1; i < qt_hsiz; i++, n += 2) {
288 >                le = &qt_htbl[ndx];
289 >                if (QT_IS_EMPTY(le->qt) || le->qt == qt)
290 >                        return(le);
291 >                if ((ndx += n) >= qt_hsiz)      /* this happens rarely */
292 >                        ndx = ndx % qt_hsiz;
293 >        }
294 >                                        /* table is full, reallocate */
295 >        le = qt_htbl;
296 >        ndx = qt_hsiz;
297 >        if (!qtCache_init(ndx+1)) {     /* no more memory! */
298 >                qt_htbl = le;
299 >                qt_hsiz = ndx;
300 >                return(NULL);
301 >        }
302 >                                        /* copy old table to new and free */
303 >        while (ndx--)
304 >                if (!QT_IS_EMPTY(le[ndx].qt))
305 >                        copystruct(qtCache_find(le[ndx].qt), &le[ndx]);
306 >        free((char *)le);
307 >        goto tryagain;                  /* should happen only once! */
308 > }
309 >
310 > stCount_level_leaves(lcnt, qt)  /* count quadtree leaf nodes at each level */
311 > int lcnt[];
312 > register QUADTREE qt;
313 > {
314 >  if (QT_IS_EMPTY(qt))
315 >    return;
316 >  if (QT_IS_TREE(qt)) {
317 >    if (!QT_IS_FLAG(qt))        /* not in our frustum */
318 >      return;
319 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0));
320 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1));
321 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2));
322 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3));
323 >  }
324 >  else
325 >    lcnt[0]++;
326 > }
327 >
328 >
329 > QTRAVG *
330 > qtRender_level(qt,v0,v1,v2,sm,lvl)
331 > QUADTREE qt;
332 > FVECT v0,v1,v2;
333   SM *sm;
334 + int lvl;
335 + {
336 +  FVECT a,b,c;
337 +  register QT_LUENT *le;
338 +  QTRAVG *rc[4];
339 +  TRI *tri;
340 +  
341 +  if (QT_IS_EMPTY(qt))                          /* empty leaf node */
342 +    return(NULL);
343 +  if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt))        /* not in our frustum */
344 +    return(NULL);
345 +                                        /* else look up node */
346 +  if ((le = qtCache_find(qt)) == NULL)
347 +    error(SYSTEM, "out of memory in qtRender_level");
348 +  if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0))
349 +  {                                     /* compute children */
350 +    qtSubdivide_tri(v0,v1,v2,a,b,c);
351 +    rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,a,c,sm,lvl-1);
352 +    rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),a,v1,b,sm,lvl-1);
353 +    rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),c,b,v2,sm,lvl-1);
354 +    rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),b,c,a,sm,lvl-1);
355 +  }
356 +  if (QT_IS_EMPTY(le->qt))
357 +  {                                     /* let's make some data! */
358 +    int rgbs[3];
359 +    double distsum;
360 +    register int i, n;
361 +                                        /* average our triangle vertices */
362 +    rgbs[0] = rgbs[1] = rgbs[2] = 0;
363 +    distsum = 0.; n = 0;
364 +    if(QT_IS_TREE(qt))
365 +    {                                   /* from subtree */
366 +      for (i = 4; i--; )
367 +        if (rc[i] != NULL)
368 +        {
369 +          rgbs[0] += rc[i]->rgb[0]; rgbs[1] += rc[i]->rgb[1];
370 +          rgbs[2] += rc[i]->rgb[2]; distsum += rc[i]->dist; n++;
371 +        }
372 +    }
373 +    else
374 +    {                                   /* from triangle set */
375 +      OBJECT *os;
376 +      int s0, s1, s2;
377 +
378 +      os = qtqueryset(qt);
379 +      for (n = os[0]; n; n--)
380 +      {
381 +        tri = SM_NTH_TRI(sm,os[n]);
382 +        if(!T_IS_VALID(tri))
383 +          continue;
384 +
385 +        s0 = T_NTH_V(tri,0);
386 +        s1 = T_NTH_V(tri,1);
387 +        s2 = T_NTH_V(tri,2);
388 +        VCOPY(a,SM_NTH_WV(sm,s0));
389 +        VCOPY(b,SM_NTH_WV(sm,s1));
390 +        VCOPY(c,SM_NTH_WV(sm,s2));            
391 +        distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
392 +                                : sqrt(dist2(a,SM_VIEW_CENTER(sm)));
393 +        distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
394 +                                : sqrt(dist2(b,SM_VIEW_CENTER(sm)));
395 +        distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax
396 +                                : sqrt(dist2(c,SM_VIEW_CENTER(sm)));
397 +        rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0]
398 +                  + SM_NTH_RGB(sm,s2)[0];
399 +        rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1]
400 +                  + SM_NTH_RGB(sm,s2)[1];
401 +        rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
402 +                  + SM_NTH_RGB(sm,s2)[2];
403 +      }
404 +      n = 3*os[0];
405 +    }
406 +    if (!n)
407 +      return(NULL);
408 +    le->qt = qt;
409 +    le->av.rgb[0] = rgbs[0]/n; le->av.rgb[1] = rgbs[1]/n;
410 +    le->av.rgb[2] = rgbs[2]/n; le->av.dist = distsum/(double)n;
411 +  }
412 +  if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt)))
413 +  {                             /* render this node */
414 +                                        /* compute pseudo vertices */
415 +    VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2);
416 +    normalize(a); normalize(b); normalize(c);
417 +    VSUM(a,SM_VIEW_CENTER(sm),a,le->av.dist);
418 +    VSUM(b,SM_VIEW_CENTER(sm),b,le->av.dist);
419 +    VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist);
420 +                                        /* draw triangle */
421 +    glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]);
422 +    /* NOTE: Triangle vertex order may change */
423 +    glVertex3d(c[0],c[1],c[2]);
424 +    glVertex3d(b[0],b[1],b[2]);
425 +    glVertex3d(a[0],a[1],a[2]);
426 +  }
427 +  return(&le->av);
428 + }
429 +
430 +
431 + smRender_stree_level(sm,lvl)
432 + SM *sm;
433 + int lvl;
434 + {
435 +  QUADTREE root;
436 +  int i;
437 +  FVECT t0,t1,t2;
438 +  STREE *st;
439 +
440 +  
441 +  if (lvl < 1)
442 +    return;
443 +  st = SM_LOCATOR(sm);
444 +  glPushAttrib(GL_LIGHTING_BIT);
445 +  glShadeModel(GL_FLAT);
446 +  glBegin(GL_TRIANGLES);
447 +  for(i=0; i < ST_NUM_ROOT_NODES; i++)
448 +  {
449 +    root = ST_NTH_ROOT(st,i);
450 +    qtRender_level(root,ST_NTH_V(st,i,0),ST_NTH_V(st,i,1),ST_NTH_V(st,i,2),
451 +                   sm,lvl-1);
452 +  }
453 +  glEnd();
454 +  glPopAttrib();
455 + }
456 +
457 +
458 + smRender_stree(sm, qual)        /* render some quadtree triangles */
459 + SM *sm;
460 + int qual;
461 + {
462 +  int i, ntarget;
463 +  int lvlcnt[QT_MAX_LEVELS];
464 +
465 +  if (qual <= 0)
466 +    return;
467 +                                /* compute rendering target */
468 +  ntarget = 0;
469 +  SM_FOR_ALL_ACTIVE_TRIS(sm,i)
470 +    ntarget++;
471 +  ntarget = ntarget*qual/100;
472 +  if (!ntarget)
473 +    return;
474 +  for (i = QT_MAX_LEVELS; i--; )
475 +    lvlcnt[i] = 0;
476 +  stCount_level_leaves(lvlcnt, ST_TOP_ROOT(SM_LOCATOR(sm)));
477 +  stCount_level_leaves(lvlcnt, ST_BOTTOM_ROOT(SM_LOCATOR(sm)));  
478 +  for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i])
479 +    if (ntarget < lvlcnt[i+1])
480 +      break;
481 +                                /* compute and render target level */
482 +  smRender_stree_level(sm,i);
483 + }
484 +
485 +
486 + smRender_tri(sm,i,vp,clr)
487 + SM *sm;
488   int i;
489   FVECT vp;
490 + int clr;
491   {
492    TRI *tri;
493    double ptr[3];
494    int j;
495  
496    tri = SM_NTH_TRI(sm,i);
497 <  SM_CLEAR_NTH_T_NEW(sm,i);
498 <  if(smNew_tri_cnt)
159 <     smNew_tri_cnt--;
497 >  if (clr) SM_CLR_NTH_T_NEW(sm,i);
498 >
499    /* NOTE:Triangles are defined clockwise:historical relative to spherical
500       tris: could change
501       */
# Line 174 | Line 513 | FVECT vp;
513    }
514   }
515  
516 < /* NOTE SEEMS BAD TO PENALIZE POLYGONS INFRONT BY LETTING
178 < ADJACENT TRIANGLES TO BG be BG
179 < */
180 < smRender_bg_tri(sm,i,vp,d)
516 > smRender_mixed_tri(sm,i,vp,clr)
517   SM *sm;
518   int i;
519   FVECT vp;
520 < double d;
520 > int clr;
521   {
522    TRI *tri;
523 <  FVECT p;
523 >  double p[3],d;
524    int j,ids[3],cnt;
525    int rgb[3];
526  
191
527    tri = SM_NTH_TRI(sm,i);
528 <  SM_CLEAR_NTH_T_NEW(sm,i);
529 <  if(smNew_tri_cnt)
195 <     smNew_tri_cnt--;
528 >  if (clr) SM_CLR_NTH_T_NEW(sm,i);
529 >
530    /* NOTE:Triangles are defined clockwise:historical relative to spherical
531       tris: could change
532       */
533    cnt = 0;
534 +  d = 0.0;
535    rgb[0] = rgb[1] = rgb[2] = 0;
536 <  for(j=0;j<3;j++)
536 >  for(j=0;j < 3;j++)
537    {
538 <    ids[j] = T_NTH_V(tri,j);
539 <    if(SM_BG_SAMPLE(sm,ids[j]))
540 <    {
541 <      rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
542 <      rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
543 <      rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
544 <      cnt++;
545 <    }
538 >      ids[j] = T_NTH_V(tri,j);
539 >      if(!SM_BG_SAMPLE(sm,ids[j]))
540 >      {
541 >          rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
542 >          rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
543 >          rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
544 >          cnt++;
545 >          d += DIST(vp,SM_NTH_WV(sm,ids[j]));
546 >      }
547    }
548 <  if(cnt)
548 >  if(cnt > 1)
549    {
550      rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
551 +    d /= (double)cnt;
552    }
553    for(j=2; j>= 0; j--)
554    {
555      if(SM_BG_SAMPLE(sm,ids[j]))
556 <      glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
557 <                 SM_NTH_RGB(sm,ids[j])[2]);
556 >    {
557 >        glColor3ub(rgb[0],rgb[1],rgb[2]);
558 >        VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
559 >        p[0] *= d;
560 >        p[1] *= d;
561 >        p[2] *= d;
562 >        VADD(p,p,SM_VIEW_CENTER(sm));
563 >    }
564      else
222      glColor3ub(rgb[0],rgb[1],rgb[2]);
223    if(SM_BG_SAMPLE(sm,ids[j]))
224      VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
225    else
226      smDir(sm,p,ids[j]);
227    if(dev_zmin > 1.0)
565      {
566 <      p[0] *= d;
567 <      p[1] *= d;
568 <      p[2] *= d;
566 >        glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
567 >                   SM_NTH_RGB(sm,ids[j])[2]);
568 >        VCOPY(p,SM_NTH_WV(sm,ids[j]));
569      }
233    VADD(p,p,vp);
570      glVertex3d(p[0],p[1],p[2]);
571 +   }
572 + }
573 +
574 + smRender_bg_tri(sm,i,vp,d,clr)
575 + SM *sm;
576 + int i;
577 + FVECT vp;
578 + double d;
579 + int clr;
580 + {
581 +  double p[3];
582 +  int j,id;
583 +  TRI *tri;
584 +  
585 +  tri = SM_NTH_TRI(sm,i);
586 +  if (clr) SM_CLR_NTH_T_NEW(sm,i);
587 +
588 +  /* NOTE:Triangles are defined clockwise:historical relative to spherical
589 +     tris: could change
590 +     */
591 +  for(j=2; j>= 0; j--)
592 +  {
593 +      id = T_NTH_V(tri,j);
594 +      glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1],
595 +                 SM_NTH_RGB(sm,id)[2]);
596 +      VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm));
597 +      if(dev_zmin >= 0.99)
598 +       {
599 +           p[0] *= d;
600 +           p[1] *= d;
601 +           p[2] *= d;
602 +       }
603 +      VADD(p,p,vp);
604 +      glVertex3d(p[0],p[1],p[2]);
605    }
606   }
607  
608 < smRender_mesh(sm,vp)
608 > smRender_mesh(sm,vp,clr)
609   SM *sm;
610   FVECT vp;
611 + int clr;
612   {
613    int i;
614    TRI *tri;
# Line 248 | Line 619 | FVECT vp;
619    glPushAttrib(GL_DEPTH_BUFFER_BIT);
620    
621    /* First draw background polygons */
251
622    glDisable(GL_DEPTH_TEST);
623    glBegin(GL_TRIANGLES);
624    SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i)
625 <    smRender_bg_tri(sm,i,vp,d);
625 >     smRender_bg_tri(sm,i,vp,d,clr);
626    glEnd();
257  
627    glEnable(GL_DEPTH_TEST);
628    glBegin(GL_TRIANGLES);
629    SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i)
630 <    smRender_tri(sm,i,vp);
630 >  {
631 >      if(SM_BG_TRI(sm,i))
632 >         continue;
633 >      if(!SM_MIXED_TRI(sm,i))
634 >        smRender_tri(sm,i,vp,clr);
635 >   else
636 >        smRender_mixed_tri(sm,i,vp,clr);
637 >  }
638    glEnd();
639  
640    glPopAttrib();
641   }
642 +
643   smRender_tri_edges(sm,i)
644   SM *sm;
645   int i;
# Line 301 | Line 678 | compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
678    return(0);
679   }
680  
681 < smDepth_sort_tris(sm,vp,td)
681 > LIST
682 > *smDepth_sort_tris(sm,vp,td)
683   SM *sm;
684 < VIEW *vp;
684 > FVECT vp;
685   T_DEPTH *td;
686   {
687 <  int i,j,t_id;
687 >  int i,j,t_id,v;
688    TRI *tri;
689 <  double d[3];
689 >  double d,min_d;
690 >  LIST *tlist=NULL;
691  
692    i = 0;
693    SM_FOR_ALL_NEW_TRIS(sm,t_id)
694    {
695 <    if(i >= smNew_tri_cnt)
695 >    if(SM_BG_TRI(sm,t_id))
696      {
697 < #ifdef DEBUG
698 <        eputs("smDepth_sort_tris(): more new tris then counted\n");
320 < #endif
321 <        break;
697 >        tlist = push_data(tlist,t_id);
698 >        continue;
699      }
700      tri = SM_NTH_TRI(sm,t_id);
701 + #ifdef DEBUG
702 +    if(i >= smNew_tri_cnt)
703 +    {
704 +      eputs("smDepth_sort_tris():More tris than reported by smNew_tri_cnt\n");
705 +      break;
706 +    }
707 + #endif
708      td[i].tri = t_id;
709 +    min_d = -1;
710      for(j=0;j < 3;j++)
711 <      d[j] = DIST(vp->vp,SM_T_NTH_WV(sm,tri,j));
712 <    td[i].depth = MIN_VEC3(d);
711 >    {
712 >        v = T_NTH_V(tri,j);
713 >        if(!SM_BG_SAMPLE(sm,v))
714 >        {
715 >            d = DIST(vp,SM_NTH_WV(sm,v));
716 >            if(min_d == -1 || d < min_d)
717 >               min_d = d;
718 >        }
719 >    }
720 >    td[i].depth = min_d;
721      i++;
722    }
723 <  qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths);
723 >  td[i].tri = -1;
724 >  if(i)
725 >     qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths);
726 >  return(tlist);
727   }
728  
729  
730 < smUpdate_Rendered_mesh(sm,vp)
730 > smUpdate_Rendered_mesh(sm,vp,clr)
731   SM *sm;
732 < VIEW *vp;
732 > FVECT vp;
733 > int clr;
734   {
735    static T_DEPTH *td= NULL;
736    static int tsize = 0;
737    int i;
738    GLint depth_test;
739    double d;
740 <
740 >  LIST *bglist;
741    /* For all of the NEW triangles (since last update): assume
742       ACTIVE. Go through and sort on depth value (from vp). Turn
743       Depth Buffer test off and render back-front
# Line 349 | Line 746 | VIEW *vp;
746    if(smNew_tri_cnt > tsize)
747    {
748      if(td)
749 <      free(td);
749 >      free((char *)td);
750      td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH));
751      tsize = smNew_tri_cnt;
752    }
# Line 357 | Line 754 | VIEW *vp;
754    {
755      error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n");
756    }
757 <  smDepth_sort_tris(sm,vp,td);
757 >  bglist = smDepth_sort_tris(sm,vp,td);
758  
759 <  /* Turn Depth Test off */
759 >  /* Turn Depth Test off -- using Painter's algorithm */
760    glPushAttrib(GL_DEPTH_BUFFER_BIT);
761 <  glDepthFunc(GL_ALWAYS);          /* Turn off Depth-painter's algorithm */
365 <
761 >  glDisable(GL_DEPTH_TEST);
762    d = (dev_zmin+dev_zmax)/2.0;
763    /* Now render back-to front */
764    /* First render bg triangles */
369  glDisable(GL_DEPTH_TEST);
765    glBegin(GL_TRIANGLES);
766 <  for(i=0; i< smNew_tri_cnt; i++)
767 <    if(SM_BG_TRI(sm,td[i].tri))
373 <      smRender_bg_tri(sm,td[i].tri,vp,d);
766 >  while(bglist)
767 >     smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr);
768    glEnd();
769  
770 <  glEnable(GL_DEPTH_TEST);
770 >
771    glBegin(GL_TRIANGLES);
772 <  for(i=0; i< smNew_tri_cnt; i++)
773 <    if(!SM_BG_TRI(sm,td[i].tri))
774 <      smRender_tri(sm,td[i].tri,vp);
772 >  i=0;
773 >  while(td[i].tri != -1)
774 >     if(!SM_MIXED_TRI(sm,td[i].tri))
775 >        smRender_tri(sm,td[i++].tri,vp,clr);
776 >     else
777 >        smRender_mixed_tri(sm,td[i++].tri,vp,clr);
778    glEnd();
779  
780    /* Restore Depth Test */
# Line 385 | Line 782 | VIEW *vp;
782   }
783  
784   /*
785 < * smUpdate(vp, qua)    : update OpenGL output geometry for view vp
786 < * VIEW *vp;            : desired view
785 > * smUpdate(view, qua)  : update OpenGL output geometry for view vp
786 > * VIEW *view;          : desired view
787   * int  qual;           : quality level (percentage on linear time scale)
788   *
789   * Draw new geometric representation using OpenGL calls.  Assume that the
790   * view has already been set up and the correct frame buffer has been
791   * selected for drawing.  The quality level is on a linear scale, where 100%
792   * is full (final) quality.  It is not necessary to redraw geometry that has
793 < * been output since the last call to smClean().
793 > * been output since the last call to smClean().  (The last view drawn will
794 > * be view==&odev.v each time.)
795   */
796 < smUpdate(vp,qual)
797 <   VIEW *vp;
796 > smUpdate(view,qual)
797 >   VIEW *view;
798     int qual;
799   {
800    double d;
801 +  int last_update;
802    int t;
803 < #ifdef TEST_DRIVER  
405 <  Current_View = (*vp);
406 < #endif
803 >
804    /* If view has moved beyond epsilon from canonical: must rebuild -
805       epsilon is calculated as running avg of distance of sample points
806 <     from canonical view: m = 1/(SUM1/r): some fraction of this
806 >     from canonical view: m = 1/(AVG(1/r)): some fraction of this
807     */
808 <  d = DIST(vp->vp,SM_VIEW_CENTER(smMesh));
808 >
809 >  if(!smMesh)
810 >    return;
811 >  d = DIST(view->vp,SM_VIEW_CENTER(smMesh));
812    if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
813    {
414      smNew_tri_cnt = 0;
814        /* Re-build the mesh */
815 <      smRebuild_mesh(smMesh,vp);
815 > #ifdef TEST_DRIVER
816 >    odev.v = *view;
817 > #endif  
818 >      mark_tris_in_frustum(view);
819 >      smRebuild_mesh(smMesh,view);
820    }
821 <  /* Check if should draw ALL triangles in current frustum */
822 <  if(smClean_notify || (smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT))
821 >  /* This is our final update iff qual==100 and view==&odev.v */
822 >  last_update = qual>=100 && view==&(odev.v);
823 >  /* Check if we should draw ALL triangles in current frustum */
824 >  if(smClean_notify || smNew_tri_cnt > SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT)
825    {
826   #ifdef TEST_DRIVER
827      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
828   #else
829 <    tmClearHisto();
830 <    tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
831 <    if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
832 <       return;
833 <    if(tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
834 <                   SM_NUM_SAMP(smMesh))!=TM_E_OK)
835 <       return;
829 >    if ( SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh))
830 >    {
831 >       tmClearHisto();
832 >       tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
833 >       if(tmComputeMapping(0.,0.,0.) != TM_E_OK ||
834 >                   tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
835 >                                SM_NUM_SAMP(smMesh)) != TM_E_OK)
836 >            return;
837 >    }
838   #endif
839 <    smRender_mesh(smMesh,vp->vp);
840 <    smClean_notify = FALSE;
839 >    mark_tris_in_frustum(view);
840 >    if (qual <= 75)
841 >        smRender_stree(smMesh,qual);
842 >    else
843 >        smRender_mesh(smMesh,view->vp,last_update);
844   #ifdef TEST_DRIVER
845      glFlush();
846      glutSwapBuffers();
# Line 438 | Line 848 | smUpdate(vp,qual)
848    }
849    /* Do an incremental update instead */
850    else
851 <  {  
852 <    if(!smNew_tri_cnt)
851 >  {
852 >      if(!smNew_tri_cnt)
853        return;
854   #ifdef TEST_DRIVER
855      glDrawBuffer(GL_FRONT);
# Line 456 | Line 866 | smUpdate(vp,qual)
866                     SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK)
867            return;
868   #endif    
869 <    smUpdate_Rendered_mesh(smMesh,vp);
869 >    smUpdate_Rendered_mesh(smMesh,view->vp,last_update);
870      
871   #ifdef TEST_DRIVER
872      glDrawBuffer(GL_BACK);
873   #endif
874    }
875    SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh);
876 < }
876 >  if (last_update)
877 >  {
878 >    smClean_notify = FALSE;
879 >    smNew_tri_cnt = 0;
880 >    smClear_flags(smMesh,T_NEW_FLAG);
881 >    qtCache_init(0);
882 >  }
883  
884 <    /* LATER:If quality < 100 should draw approximation because it indicates
469 <       the user is moving
470 <       */
471 <
472 <
884 > }

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