--- ray/src/hd/sm_ogl.c 1998/08/20 16:47:21 3.2 +++ ray/src/hd/sm_ogl.c 1998/09/03 08:14:29 3.3 @@ -17,8 +17,10 @@ static char SCCSid[] = "$SunId$ SGI"; #include #endif #include "object.h" +#include "sm_list.h" #include "sm_geom.h" #include "sm.h" +#include "lookup.h" #ifdef TEST_DRIVER #include "sm_draw.h" @@ -30,45 +32,64 @@ char smClean_notify = TRUE; static char smClean_notify = TRUE; #endif +extern unsigned long qthash(); +extern int qtcmp(); +extern int free(); + +static LUTAB qtr_tab = {qthash,qtcmp,NULL,(void (*)())free,0,NULL,0}; + +typedef struct { + BYTE rgb[3]; /* average color */ + float dist; /* average distance */ +} QTRAVG; /* average quadtree value */ + + +unsigned long +qthash(qtc) /* hash a quadtree node value */ +char *qtc; +{ + register unsigned long qt = qtc; + + return(qt>>10 ^ qt<<5); +} + int +qtcmp(qt1, qt2) +char *qt1, *qt2; +{ + return(qt1 - qt2); +} + + +int mark_active_tris(qtptr,arg) QUADTREE *qtptr; char *arg; { - OBJECT os[MAXSET+1],*optr; - int i,t_id; - SM *sm; + QUADTREE qt = *qtptr; + OBJECT os[QT_MAX_SET+1],*optr; + register int i,t_id; - - sm = (SM *)arg; - + if (!QT_IS_LEAF(qt)) + return(TRUE); /* For each triangle in the set, set the which flag*/ - if(QT_IS_EMPTY(*qtptr)) - { - return(FALSE); - } - else - { - qtgetset(os,*qtptr); + qtgetset(os,qt); - for (i = QT_SET_CNT(os),optr = QT_SET_PTR(os); i > 0; i--) - { - t_id = QT_SET_NEXT_ELEM(optr); - /* Set the render flag */ - if(SM_IS_NTH_T_BASE(sm,t_id)) + for (i = QT_SET_CNT(os), optr = QT_SET_PTR(os); i > 0; i--) + { + t_id = QT_SET_NEXT_ELEM(optr); + /* Set the render flag */ + if(SM_IS_NTH_T_BASE(smMesh,t_id)) continue; - SM_SET_NTH_T_ACTIVE(sm,t_id); - /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */ - SM_SET_NTH_T_LRU(sm,t_id); - } + SM_SET_NTH_T_ACTIVE(smMesh,t_id); + /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */ + SM_SET_NTH_T_LRU(smMesh,t_id); } return(TRUE); } - -smMark_tris_in_frustum(sm,vp) -SM *sm; -VIEW *vp; +mark_tris_in_frustum(view) +VIEW *view; { FVECT nr[4],far[4]; @@ -79,37 +100,37 @@ VIEW *vp; dev_zmin,dev_zmax to satisfy OGL */ - /* First clear all the triangle active flags */ - smClear_flags(sm,T_ACTIVE_FLAG); + /* First clear all the quadtree node and triangle active flags */ + qtClearAllFlags(); + smClear_flags(smMesh,T_ACTIVE_FLAG); /* calculate the world space coordinates of the view frustum */ - calculate_view_frustum(vp->vp,vp->hvec,vp->vvec,vp->horiz,vp->vert, - dev_zmin,dev_zmax,nr,far); + calculate_view_frustum(view->vp,view->hvec,view->vvec,view->horiz, + view->vert, dev_zmin,dev_zmax,nr,far); /* Project the view frustum onto the spherical quadtree */ /* For every cell intersected by the projection of the faces of the frustum: mark all triangles in the cell as ACTIVE- Also set the triangles LRU clock counter */ - /* Need to do tonemap call */ /* Near face triangles */ - smLocator_apply_func(sm,nr[0],nr[2],nr[3],mark_active_tris,(char *)(sm)); - smLocator_apply_func(sm,nr[2],nr[0],nr[1],mark_active_tris,(char *)(sm)); + smLocator_apply_func(smMesh,nr[0],nr[2],nr[3],mark_active_tris,NULL); + smLocator_apply_func(smMesh,nr[2],nr[0],nr[1],mark_active_tris,NULL); /* Right face triangles */ - smLocator_apply_func(sm,nr[0],far[3],far[0],mark_active_tris,(char *)(sm)); - smLocator_apply_func(sm,far[3],nr[0],nr[3],mark_active_tris,(char *)(sm)); + smLocator_apply_func(smMesh,nr[0],far[3],far[0],mark_active_tris,NULL); + smLocator_apply_func(smMesh,far[3],nr[0],nr[3],mark_active_tris,NULL); /* Left face triangles */ - smLocator_apply_func(sm,nr[1],far[2],nr[2],mark_active_tris,(char *)(sm)); - smLocator_apply_func(sm,far[2],nr[1],far[1],mark_active_tris,(char *)(sm)); + smLocator_apply_func(smMesh,nr[1],far[2],nr[2],mark_active_tris,NULL); + smLocator_apply_func(smMesh,far[2],nr[1],far[1],mark_active_tris,NULL); /* Top face triangles */ - smLocator_apply_func(sm,nr[0],far[0],nr[1],mark_active_tris,(char *)(sm)); - smLocator_apply_func(sm,nr[1],far[0],far[1],mark_active_tris,(char *)(sm)); + smLocator_apply_func(smMesh,nr[0],far[0],nr[1],mark_active_tris,NULL); + smLocator_apply_func(smMesh,nr[1],far[0],far[1],mark_active_tris,NULL); /* Bottom face triangles */ - smLocator_apply_func(sm,nr[3],nr[2],far[3],mark_active_tris,(char *)(sm)); - smLocator_apply_func(sm,nr[2],far[2],far[3],mark_active_tris,(char *)(sm)); + smLocator_apply_func(smMesh,nr[3],nr[2],far[3],mark_active_tris,NULL); + smLocator_apply_func(smMesh,nr[2],far[2],far[3],mark_active_tris,NULL); /* Far face triangles */ - smLocator_apply_func(sm,far[0],far[2],far[1],mark_active_tris,(char *)(sm)); - smLocator_apply_func(sm,far[2],far[0],far[3],mark_active_tris,(char *)(sm)); + smLocator_apply_func(smMesh,far[0],far[2],far[1],mark_active_tris,NULL); + smLocator_apply_func(smMesh,far[2],far[0],far[3],mark_active_tris,NULL); #ifdef TEST_DRIVER VCOPY(FrustumFar[0],far[0]); @@ -131,32 +152,193 @@ VIEW *vp; */ smClean() { - /* Mark all triangles in the frustum as active */ - if(!smMesh || SM_NUM_TRIS(smMesh)==0) - return; - -#ifdef TEST_DRIVER - smMark_tris_in_frustum(smMesh,&Current_View); -#else - smMark_tris_in_frustum(smMesh,&(odev.v)); -#endif smClean_notify = TRUE; } -smRender_tri(sm,i,vp) +stCount_level_leaves(lcnt, qt) /* count quadtree leaf nodes at each level */ +int lcnt[]; +register QUADTREE qt; +{ + if (QT_IS_EMPTY(qt)) + return; + if (QT_IS_TREE(qt)) { + if (!QT_IS_FLAG(qt)) /* not in our frustum */ + return; + stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0)); + stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1)); + stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2)); + stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3)); + } + else + lcnt[0]++; +} + + +QTRAVG * +qtRender_level(qt,v0,v1,v2,sm,lvl) +QUADTREE qt; +FVECT v0,v1,v2; SM *sm; +int lvl; +{ + FVECT a,b,c; + LUENT *le; + QTRAVG *rc[4]; + register QTRAVG *ra; + + if (QT_IS_EMPTY(qt)) /* empty leaf node */ + return(NULL); + if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt)) /* not in our frustum */ + return(NULL); + /* else look up node */ + if ((le = lu_find(&qtr_tab,(char *)qt)) == NULL) + goto nomemory; + ra = (QTRAVG *)le->data; + if (QT_IS_TREE(qt) && (ra == NULL || lvl > 0)) + { /* compute children */ + qtSubdivide_tri(v0,v1,v2,a,b,c); + rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,a,c,sm,lvl-1); + rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),a,v1,b,sm,lvl-1); + rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),c,b,v2,sm,lvl-1); + rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),b,c,a,sm,lvl-1); + } + if (ra == NULL) + { /* let's make some data! */ + int rgbs[3]; + double distsum; + int i; + register int n; + /* average our triangle vertices */ + rgbs[0] = rgbs[1] = rgbs[2] = 0; + distsum = 0.; n = 0; + if(QT_IS_TREE(qt)) + { /* from subtree */ + for (i = 4; i--; ) + if ((ra = rc[i]) != NULL) + { + rgbs[0] += ra->rgb[0]; rgbs[1] += ra->rgb[1]; rgbs[2] += ra->rgb[2]; + distsum += ra->dist; n++; + } + } + else + { /* from triangle set */ + OBJECT os[QT_MAX_SET+1]; + int s0, s1, s2; + + qtgetset(os,qt); + for (n = os[0]; n; n--) + { + qtTri_from_id(os[n],a,b,c,NULL,NULL,NULL,&s0,&s1,&s2); + distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax + : sqrt(dist2(a,SM_VIEW_CENTER(sm))); + distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax + : sqrt(dist2(b,SM_VIEW_CENTER(sm))); + distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax + : sqrt(dist2(c,SM_VIEW_CENTER(sm))); + rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0] + + SM_NTH_RGB(sm,s2)[0]; + rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1] + + SM_NTH_RGB(sm,s2)[1]; + rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2] + + SM_NTH_RGB(sm,s2)[2]; + } + n = 3*os[0]; + } + if (!n) + return(NULL); + if ((ra = (QTRAVG *)malloc(sizeof(QTRAVG))) == NULL) + goto nomemory; + ra->rgb[0] = rgbs[0]/n; ra->rgb[1] = rgbs[1]/n; ra->rgb[2] = rgbs[2]/n; + ra->dist = distsum/(double)n; + le->key = (char *)qt; + le->data = (char *)ra; + } + if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt))) + { /* render this node */ + /* compute pseudo vertices */ + VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2); + normalize(a); normalize(b); normalize(c); + VSUM(a,SM_VIEW_CENTER(sm),a,ra->dist); + VSUM(b,SM_VIEW_CENTER(sm),b,ra->dist); + VSUM(c,SM_VIEW_CENTER(sm),c,ra->dist); + /* draw triangle */ + glColor3ub(ra->rgb[0],ra->rgb[1],ra->rgb[2]); + /* NOTE: Triangle vertex order may change */ + glVertex3d(c[0],c[1],c[2]); + glVertex3d(b[0],b[1],b[2]); + glVertex3d(a[0],a[1],a[2]); + } + return(ra); +nomemory: + error(SYSTEM, "out of memory in qtRender_level"); +} + + +smRender_stree_level(sm,lvl) +SM *sm; +int lvl; +{ + QUADTREE root; + int i; + FVECT t0,t1,t2; + + if (lvl < 1) + return; + glPushAttrib(GL_LIGHTING_BIT); + glShadeModel(GL_FLAT); + glBegin(GL_TRIANGLES); + for(i=0; i < 4; i++) + { + root = ST_NTH_ROOT(SM_LOCATOR(sm),i); + stNth_base_verts(SM_LOCATOR(sm),i,t0,t1,t2); + qtRender_level(root,t0,t1,t2,sm,lvl-1); + } + glEnd(); + glPopAttrib(); +} + + +smRender_stree(sm, qual) /* render some quadtree triangles */ +SM *sm; +int qual; +{ + int i, ntarget; + int lvlcnt[QT_MAX_LEVELS]; + + if (qual <= 0) + return; + /* compute rendering target */ + ntarget = 0; + SM_FOR_ALL_ACTIVE_TRIS(sm,i) + ntarget++; + ntarget = ntarget*qual/100; + if (!ntarget) + return; + for (i = QT_MAX_LEVELS; i--; ) + lvlcnt[i] = 0; + stCount_level_leaves(lvlcnt, SM_LOCATOR(sm)->root); + for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i]) + if (ntarget < lvlcnt[i+1]) + break; + /* compute and render target level */ + smRender_stree_level(sm,i); +} + + +smRender_tri(sm,i,vp,clr) +SM *sm; int i; FVECT vp; +int clr; { TRI *tri; double ptr[3]; int j; tri = SM_NTH_TRI(sm,i); - SM_CLEAR_NTH_T_NEW(sm,i); - if(smNew_tri_cnt) - smNew_tri_cnt--; + if (clr) SM_CLEAR_NTH_T_NEW(sm,i); + /* NOTE:Triangles are defined clockwise:historical relative to spherical tris: could change */ @@ -174,70 +356,102 @@ FVECT vp; } } -/* NOTE SEEMS BAD TO PENALIZE POLYGONS INFRONT BY LETTING -ADJACENT TRIANGLES TO BG be BG -*/ -smRender_bg_tri(sm,i,vp,d) +smRender_mixed_tri(sm,i,vp,clr) SM *sm; int i; FVECT vp; -double d; +int clr; { TRI *tri; - FVECT p; + double p[3],d; int j,ids[3],cnt; int rgb[3]; - tri = SM_NTH_TRI(sm,i); - SM_CLEAR_NTH_T_NEW(sm,i); - if(smNew_tri_cnt) - smNew_tri_cnt--; + if (clr) SM_CLEAR_NTH_T_NEW(sm,i); + /* NOTE:Triangles are defined clockwise:historical relative to spherical tris: could change */ cnt = 0; + d = 0.0; rgb[0] = rgb[1] = rgb[2] = 0; - for(j=0;j<3;j++) + for(j=0;j < 3;j++) { - ids[j] = T_NTH_V(tri,j); - if(SM_BG_SAMPLE(sm,ids[j])) - { - rgb[0] += SM_NTH_RGB(sm,ids[j])[0]; - rgb[1] += SM_NTH_RGB(sm,ids[j])[1]; - rgb[2] += SM_NTH_RGB(sm,ids[j])[2]; - cnt++; - } + ids[j] = T_NTH_V(tri,j); + if(!SM_BG_SAMPLE(sm,ids[j])) + { + rgb[0] += SM_NTH_RGB(sm,ids[j])[0]; + rgb[1] += SM_NTH_RGB(sm,ids[j])[1]; + rgb[2] += SM_NTH_RGB(sm,ids[j])[2]; + cnt++; + d += DIST(vp,SM_NTH_WV(sm,ids[j])); + } } - if(cnt) + if(cnt > 1) { rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt; + d /= (double)cnt; } for(j=2; j>= 0; j--) { if(SM_BG_SAMPLE(sm,ids[j])) - glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1], - SM_NTH_RGB(sm,ids[j])[2]); + { + glColor3ub(rgb[0],rgb[1],rgb[2]); + VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm)); + p[0] *= d; + p[1] *= d; + p[2] *= d; + VADD(p,p,SM_VIEW_CENTER(sm)); + } else - glColor3ub(rgb[0],rgb[1],rgb[2]); - if(SM_BG_SAMPLE(sm,ids[j])) - VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm)); - else - smDir(sm,p,ids[j]); - if(dev_zmin > 1.0) { - p[0] *= d; - p[1] *= d; - p[2] *= d; + glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1], + SM_NTH_RGB(sm,ids[j])[2]); + VCOPY(p,SM_NTH_WV(sm,ids[j])); } - VADD(p,p,vp); glVertex3d(p[0],p[1],p[2]); + } +} + +smRender_bg_tri(sm,i,vp,d,clr) +SM *sm; +int i; +FVECT vp; +double d; +int clr; +{ + double p[3]; + int j,id; + TRI *tri; + + tri = SM_NTH_TRI(sm,i); + if (clr) SM_CLEAR_NTH_T_NEW(sm,i); + + /* NOTE:Triangles are defined clockwise:historical relative to spherical + tris: could change + */ + for(j=2; j>= 0; j--) + { + id = T_NTH_V(tri,j); + glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1], + SM_NTH_RGB(sm,id)[2]); + VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm)); + if(dev_zmin >= 0.99) + { + p[0] *= d; + p[1] *= d; + p[2] *= d; + } + VADD(p,p,vp); + glVertex3d(p[0],p[1],p[2]); } } -smRender_mesh(sm,vp) +smRender_mesh(sm,vp,clr) SM *sm; FVECT vp; +int clr; { int i; TRI *tri; @@ -252,17 +466,23 @@ FVECT vp; glDisable(GL_DEPTH_TEST); glBegin(GL_TRIANGLES); SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i) - smRender_bg_tri(sm,i,vp,d); + smRender_bg_tri(sm,i,vp,d,clr); glEnd(); glEnable(GL_DEPTH_TEST); glBegin(GL_TRIANGLES); SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i) - smRender_tri(sm,i,vp); + { + if(!SM_MIXED_TRI(sm,i)) + smRender_tri(sm,i,vp,clr); + else + smRender_mixed_tri(sm,i,vp,clr); + } glEnd(); glPopAttrib(); } + smRender_tri_edges(sm,i) SM *sm; int i; @@ -301,46 +521,59 @@ compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) return(0); } -smDepth_sort_tris(sm,vp,td) +LIST +*smDepth_sort_tris(sm,vp,td) SM *sm; -VIEW *vp; +FVECT vp; T_DEPTH *td; { - int i,j,t_id; + int i,j,t_id,v; TRI *tri; - double d[3]; + double d,min_d; + LIST *tlist=NULL; i = 0; SM_FOR_ALL_NEW_TRIS(sm,t_id) { - if(i >= smNew_tri_cnt) + if(SM_BG_TRI(sm,t_id)) { -#ifdef DEBUG - eputs("smDepth_sort_tris(): more new tris then counted\n"); -#endif - break; + tlist = push_data(tlist,t_id); + continue; } tri = SM_NTH_TRI(sm,t_id); td[i].tri = t_id; + min_d = -1; for(j=0;j < 3;j++) - d[j] = DIST(vp->vp,SM_T_NTH_WV(sm,tri,j)); - td[i].depth = MIN_VEC3(d); + { + v = T_NTH_V(tri,j); + if(!SM_BG_SAMPLE(sm,v)) + { + d = DIST(vp,SM_NTH_WV(sm,v)); + if(min_d == -1 || d < min_d) + min_d = d; + } + } + td[i].depth = min_d; i++; } - qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths); + td[i].tri = -1; + if(i) + qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths); + return(tlist); } -smUpdate_Rendered_mesh(sm,vp) +smUpdate_Rendered_mesh(sm,vp,clr) SM *sm; -VIEW *vp; +FVECT vp; +int clr; { static T_DEPTH *td= NULL; static int tsize = 0; int i; GLint depth_test; double d; - + LIST *bglist; /* 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 @@ -349,7 +582,7 @@ VIEW *vp; if(smNew_tri_cnt > tsize) { if(td) - free(td); + free((char *)td); td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH)); tsize = smNew_tri_cnt; } @@ -357,27 +590,27 @@ VIEW *vp; { error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n"); } - smDepth_sort_tris(sm,vp,td); + bglist = smDepth_sort_tris(sm,vp,td); - /* Turn Depth Test off */ + /* Turn Depth Test off -- using Painter's algorithm */ glPushAttrib(GL_DEPTH_BUFFER_BIT); - glDepthFunc(GL_ALWAYS); /* Turn off Depth-painter's algorithm */ - + glDisable(GL_DEPTH_TEST); d = (dev_zmin+dev_zmax)/2.0; /* Now render back-to front */ /* First render bg triangles */ - glDisable(GL_DEPTH_TEST); glBegin(GL_TRIANGLES); - for(i=0; i< smNew_tri_cnt; i++) - if(SM_BG_TRI(sm,td[i].tri)) - smRender_bg_tri(sm,td[i].tri,vp,d); + while(bglist) + smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr); glEnd(); glEnable(GL_DEPTH_TEST); glBegin(GL_TRIANGLES); - for(i=0; i< smNew_tri_cnt; i++) - if(!SM_BG_TRI(sm,td[i].tri)) - smRender_tri(sm,td[i].tri,vp); + i=0; + while(td[i].tri != -1) + if(!SM_MIXED_TRI(sm,td[i].tri)) + smRender_tri(sm,td[i++].tri,vp,clr); + else + smRender_mixed_tri(sm,td[i++].tri,vp,clr); glEnd(); /* Restore Depth Test */ @@ -385,52 +618,61 @@ VIEW *vp; } /* - * smUpdate(vp, qua) : update OpenGL output geometry for view vp - * VIEW *vp; : desired view + * smUpdate(view, qua) : update OpenGL output geometry for view vp + * VIEW *view; : desired view * int qual; : quality level (percentage on linear time scale) * * Draw new geometric representation using OpenGL calls. Assume that the * 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(). + * been output since the last call to smClean(). (The last view drawn will + * be view==&odev.v each time.) */ -smUpdate(vp,qual) - VIEW *vp; +smUpdate(view,qual) + VIEW *view; int qual; { double d; + int last_update; int t; -#ifdef TEST_DRIVER - Current_View = (*vp); -#endif + /* 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/(SUM1/r): some fraction of this + from canonical view: m = 1/(AVG(1/r)): some fraction of this */ - d = DIST(vp->vp,SM_VIEW_CENTER(smMesh)); + d = DIST(view->vp,SM_VIEW_CENTER(smMesh)); if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh)) { - smNew_tri_cnt = 0; /* Re-build the mesh */ - smRebuild_mesh(smMesh,vp); +#ifdef TEST_DRIVER + odev.v = *view; +#endif + smRebuild_mesh(smMesh,view->vp); } - /* Check if should draw ALL triangles in current frustum */ - if(smClean_notify || (smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT)) + /* This is our final update iff qual==100 and view==&odev.v */ + last_update = qual>=100 && view==&(odev.v); + /* Check if we should draw ALL triangles in current frustum */ + if(smClean_notify || smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT) { #ifdef TEST_DRIVER glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #else - tmClearHisto(); - tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); - if(tmComputeMapping(0.,0.,0.) != TM_E_OK) - return; - if(tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh), - SM_NUM_SAMP(smMesh))!=TM_E_OK) - return; + if (SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh)) + { + tmClearHisto(); + tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); + if(tmComputeMapping(0.,0.,0.) != TM_E_OK || + tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh), + SM_NUM_SAMP(smMesh)) != TM_E_OK) + return; + } #endif - smRender_mesh(smMesh,vp->vp); - smClean_notify = FALSE; + mark_tris_in_frustum(view); + if (qual <= 75) + smRender_stree(smMesh,qual); + else + smRender_mesh(smMesh,view->vp,last_update); #ifdef TEST_DRIVER glFlush(); glutSwapBuffers(); @@ -456,17 +698,18 @@ smUpdate(vp,qual) SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK) return; #endif - smUpdate_Rendered_mesh(smMesh,vp); + smUpdate_Rendered_mesh(smMesh,view->vp,last_update); #ifdef TEST_DRIVER glDrawBuffer(GL_BACK); #endif } SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh); -} + if (last_update) + { + smClean_notify = FALSE; + smNew_tri_cnt = 0; + lu_done(&qtr_tab); + } - /* LATER:If quality < 100 should draw approximation because it indicates - the user is moving - */ - - +}