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/* Copyright (c) 1998 Silicon Graphics, Inc. */ |
2 |
|
3 |
#ifndef lint |
4 |
static char SCCSid[] = "$SunId$ SGI"; |
5 |
#endif |
6 |
|
7 |
/* |
8 |
* sm_ogl.c |
9 |
* |
10 |
* Rendering routines for triangle mesh representation utilizing OpenGL |
11 |
*/ |
12 |
#include "standard.h" |
13 |
|
14 |
#include <GL/gl.h> |
15 |
|
16 |
#include "sm_flag.h" |
17 |
#include "sm_list.h" |
18 |
#include "sm_geom.h" |
19 |
#include "sm_qtree.h" |
20 |
#include "sm_stree.h" |
21 |
#include "sm.h" |
22 |
|
23 |
static int smClean_notify = TRUE; /*If true:Do full redraw on next update*/ |
24 |
static int smCompute_mapping = TRUE;/*If true:re-tonemap on next update */ |
25 |
static int smIncremental = FALSE; /*If true: there has been incremental |
26 |
rendering since last full draw */ |
27 |
#define SM_RENDER_FG 0 /* Render foreground tris only*/ |
28 |
#define SM_RENDER_BG 1 /* Render background tris only */ |
29 |
#define SM_RENDER_MIXED 4 /* Render mixed tris only */ |
30 |
#define SM_RENDER_CULL 8 /* Perform view frustum culling */ |
31 |
#define BASE 1 |
32 |
#define DIR 2 |
33 |
/* FOR DISPLAY LIST RENDERING: **********************************************/ |
34 |
#define SM_DL_LEVELS 2 /* # of levels down to create display lists */ |
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#define SM_DL_LISTS 42 /* # of qtree nodes in tree at above level: |
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should be 2*(4^(SM_DL_LEVELS+1)-1)/(4-1) */ |
37 |
static GLuint Display_lists[SM_DL_LISTS][2] = {0}; |
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/****************************************************************************/ |
39 |
|
40 |
/* FOR APPROXIMATION RENDERING **********************************************/ |
41 |
typedef struct { |
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float dist; /* average distance */ |
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BYTE rgb[3]; /* average color */ |
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} QTRAVG; /* average quadtree value */ |
45 |
|
46 |
typedef struct { |
47 |
QUADTREE qt; /* quadtree node (key & hash value) */ |
48 |
QTRAVG av; /* node average */ |
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} QT_LUENT; /* lookup table entry */ |
50 |
|
51 |
static QT_LUENT *qt_htbl = NULL; /* quadtree cache */ |
52 |
static int qt_hsiz = 0; /* quadtree cache size */ |
53 |
/****************************************************************************/ |
54 |
|
55 |
/* For DEPTH SORTING ********************************************************/ |
56 |
typedef struct _T_DEPTH { |
57 |
int tri; |
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double depth; |
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}T_DEPTH; |
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/**********************************************************************/ |
61 |
|
62 |
|
63 |
/* |
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* smClean(tmflag) : display has been wiped clean |
65 |
* int tmflag; |
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* Called after display has been effectively cleared, meaning that all |
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* geometry must be resent down the pipeline in the next call to smUpdate(). |
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* If tmflag is set, tone-mapping should be performed |
69 |
*/ |
70 |
smClean(tmflag) |
71 |
int tmflag; |
72 |
{ |
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smClean_notify = TRUE; |
74 |
if(tmflag) |
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smCompute_mapping = TRUE; |
76 |
} |
77 |
|
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int |
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qtCache_init(nel) /* initialize for at least nel elements */ |
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int nel; |
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{ |
82 |
static int hsiztab[] = { |
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8191, 16381, 32749, 65521, 131071, 262139, 524287, 1048573, 0 |
84 |
}; |
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register int i; |
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|
87 |
if (nel <= 0) { /* call to free table */ |
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if (qt_hsiz) { |
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free((char *)qt_htbl); |
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qt_htbl = NULL; |
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qt_hsiz = 0; |
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} |
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return(0); |
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} |
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nel += nel>>1; /* 66% occupancy */ |
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for (i = 0; hsiztab[i]; i++) |
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if (hsiztab[i] > nel) |
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break; |
99 |
if (!(qt_hsiz = hsiztab[i])) |
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qt_hsiz = nel*2 + 1; /* not always prime */ |
101 |
qt_htbl = (QT_LUENT *)calloc(qt_hsiz, sizeof(QT_LUENT)); |
102 |
if (qt_htbl == NULL) |
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qt_hsiz = 0; |
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for (i = qt_hsiz; i--; ) |
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qt_htbl[i].qt = EMPTY; |
106 |
return(qt_hsiz); |
107 |
} |
108 |
|
109 |
QT_LUENT * |
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qtCache_find(qt) /* find a quadtree table entry */ |
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QUADTREE qt; |
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{ |
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int i, n; |
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register int ndx; |
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register QT_LUENT *le; |
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|
117 |
if (qt_hsiz == 0 && !qtCache_init(1)) |
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return(NULL); |
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tryagain: /* hash table lookup */ |
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ndx = (unsigned long)qt % qt_hsiz; |
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for (i = 0, n = 1; i < qt_hsiz; i++, n += 2) { |
122 |
le = &qt_htbl[ndx]; |
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if (QT_IS_EMPTY(le->qt) || le->qt == qt) |
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return(le); |
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if ((ndx += n) >= qt_hsiz) /* this happens rarely */ |
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ndx = ndx % qt_hsiz; |
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} |
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/* table is full, reallocate */ |
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le = qt_htbl; |
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ndx = qt_hsiz; |
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if (!qtCache_init(ndx+1)) { /* no more memory! */ |
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qt_htbl = le; |
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qt_hsiz = ndx; |
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return(NULL); |
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} |
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/* copy old table to new and free */ |
137 |
while (ndx--) |
138 |
if (!QT_IS_EMPTY(le[ndx].qt)) |
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copystruct(qtCache_find(le[ndx].qt), &le[ndx]); |
140 |
free((char *)le); |
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goto tryagain; /* should happen only once! */ |
142 |
} |
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|
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stCount_level_leaves(lcnt, qt) /* count quadtree leaf nodes at each level */ |
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int lcnt[]; |
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register QUADTREE qt; |
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{ |
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if (QT_IS_EMPTY(qt)) |
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return; |
150 |
if (QT_IS_TREE(qt)) { |
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if (!QT_IS_FLAG(qt)) /* not in our frustum */ |
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return; |
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stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0)); |
154 |
stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1)); |
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stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2)); |
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stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3)); |
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} |
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else |
159 |
if(QT_LEAF_IS_FLAG(qt)) |
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lcnt[0]++; |
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} |
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|
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|
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QTRAVG * |
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qtRender_level(qt,v0,v1,v2,sm,lvl) |
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QUADTREE qt; |
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FVECT v0,v1,v2; |
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SM *sm; |
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int lvl; |
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{ |
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FVECT a,b,c; |
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register QT_LUENT *le; |
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QTRAVG *rc[4]; |
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TRI *tri; |
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|
176 |
if (QT_IS_EMPTY(qt)) /* empty leaf node */ |
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return(NULL); |
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if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt)) /* not in our frustum */ |
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return(NULL); |
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if(QT_IS_LEAF(qt) && !QT_LEAF_IS_FLAG(qt)) /* not in our frustum */ |
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return(NULL); |
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/* else look up node */ |
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if ((le = qtCache_find(qt)) == NULL) |
184 |
error(SYSTEM, "out of memory in qtRender_level"); |
185 |
if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0)) |
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{ /* compute children */ |
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qtSubdivide_tri(v0,v1,v2,a,b,c); |
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rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,c,b,sm,lvl-1); |
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rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),c,v1,a,sm,lvl-1); |
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rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),b,a,v2,sm,lvl-1); |
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rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),a,b,c,sm,lvl-1); |
192 |
} |
193 |
if (QT_IS_EMPTY(le->qt)) |
194 |
{ /* let's make some data! */ |
195 |
int rgbs[3]; |
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double distsum; |
197 |
register int i, n; |
198 |
/* average our triangle vertices */ |
199 |
rgbs[0] = rgbs[1] = rgbs[2] = 0; |
200 |
distsum = 0.; n = 0; |
201 |
if(QT_IS_TREE(qt)) |
202 |
{ /* from subtree */ |
203 |
for (i = 4; i--; ) |
204 |
if (rc[i] != NULL) |
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{ |
206 |
rgbs[0] += rc[i]->rgb[0]; rgbs[1] += rc[i]->rgb[1]; |
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rgbs[2] += rc[i]->rgb[2]; distsum += rc[i]->dist; n++; |
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} |
209 |
} |
210 |
else |
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{ /* from triangle set */ |
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OBJECT *os; |
213 |
int s0, s1, s2; |
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|
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os = qtqueryset(qt); |
216 |
for (i = os[0]; i; i--) |
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{ |
218 |
if(SM_IS_NTH_T_BASE(sm,os[i])) |
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continue; |
220 |
tri = SM_NTH_TRI(sm,os[i]); |
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if(!T_IS_VALID(tri)) |
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continue; |
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n++; |
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s0 = T_NTH_V(tri,0); |
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s1 = T_NTH_V(tri,1); |
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s2 = T_NTH_V(tri,2); |
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VCOPY(a,SM_NTH_WV(sm,s0)); |
228 |
VCOPY(b,SM_NTH_WV(sm,s1)); |
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VCOPY(c,SM_NTH_WV(sm,s2)); |
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distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax |
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: sqrt(dist2(a,SM_VIEW_CENTER(sm))); |
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distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax |
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: sqrt(dist2(b,SM_VIEW_CENTER(sm))); |
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distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax |
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: sqrt(dist2(c,SM_VIEW_CENTER(sm))); |
236 |
rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0] |
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+ SM_NTH_RGB(sm,s2)[0]; |
238 |
rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1] |
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+ SM_NTH_RGB(sm,s2)[1]; |
240 |
rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2] |
241 |
+ SM_NTH_RGB(sm,s2)[2]; |
242 |
} |
243 |
n *= 3; |
244 |
} |
245 |
if (!n) |
246 |
return(NULL); |
247 |
le->qt = qt; |
248 |
le->av.rgb[0] = rgbs[0]/n; le->av.rgb[1] = rgbs[1]/n; |
249 |
le->av.rgb[2] = rgbs[2]/n; le->av.dist = distsum/(double)n; |
250 |
} |
251 |
if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt))) |
252 |
{ /* render this node */ |
253 |
/* compute pseudo vertices */ |
254 |
VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2); |
255 |
normalize(a); normalize(b); normalize(c); |
256 |
VSUM(a,SM_VIEW_CENTER(sm),a,le->av.dist); |
257 |
VSUM(b,SM_VIEW_CENTER(sm),b,le->av.dist); |
258 |
VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist); |
259 |
/* draw triangle */ |
260 |
glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]); |
261 |
glVertex3d(a[0],a[1],a[2]); |
262 |
glVertex3d(b[0],b[1],b[2]); |
263 |
glVertex3d(c[0],c[1],c[2]); |
264 |
|
265 |
} |
266 |
return(&le->av); |
267 |
} |
268 |
|
269 |
|
270 |
smRender_approx_stree_level(sm,lvl) |
271 |
SM *sm; |
272 |
int lvl; |
273 |
{ |
274 |
QUADTREE qt; |
275 |
int i; |
276 |
FVECT t0,t1,t2; |
277 |
STREE *st; |
278 |
|
279 |
|
280 |
if (lvl < 0) |
281 |
return; |
282 |
st = SM_LOCATOR(sm); |
283 |
glPushAttrib(GL_LIGHTING_BIT); |
284 |
glShadeModel(GL_FLAT); |
285 |
glBegin(GL_TRIANGLES); |
286 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
287 |
{ |
288 |
qt = ST_ROOT_QT(st,i); |
289 |
qtRender_level(qt,ST_NTH_V(st,i,0),ST_NTH_V(st,i,1),ST_NTH_V(st,i,2), |
290 |
sm,lvl); |
291 |
} |
292 |
glEnd(); |
293 |
glPopAttrib(); |
294 |
} |
295 |
|
296 |
/* |
297 |
* smRender_approx(sm,qual,view) |
298 |
* SM *sm; : mesh |
299 |
* int qual; : quality level |
300 |
* VIEW *view; : current view |
301 |
* |
302 |
* Renders an approximation to the current mesh based on the quadtree |
303 |
* subdivision. The quadtree is traversed to a level (based upon the quality: |
304 |
* the lower the quality, the fewer levels visited, and the coarser, and |
305 |
* faster, the approximation). The quadtree triangles are drawn relative to |
306 |
* the current viewpoint, with a depth and color averaged from all of the |
307 |
* triangles that lie beneath the node. |
308 |
*/ |
309 |
smRender_approx(sm, qual,view) |
310 |
SM *sm; |
311 |
int qual; |
312 |
VIEW *view; |
313 |
{ |
314 |
int i, n,ntarget; |
315 |
int lvlcnt[QT_MAX_LEVELS]; |
316 |
STREE *st; |
317 |
int4 *active_flag; |
318 |
|
319 |
if (qual <= 0) |
320 |
return; |
321 |
smCull(sm,view,SM_ALL_LEVELS); |
322 |
/* compute rendering target */ |
323 |
ntarget = 0; |
324 |
|
325 |
active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); |
326 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
327 |
if(active_flag[n]) |
328 |
for(i=0; i < 32; i++) |
329 |
if(active_flag[n] & (1L << i)) |
330 |
ntarget++; |
331 |
|
332 |
ntarget = ntarget*qual/MAXQUALITY; |
333 |
if (!ntarget) |
334 |
return; |
335 |
for (i = QT_MAX_LEVELS; i--; ) |
336 |
lvlcnt[i] = 0; |
337 |
|
338 |
st = SM_LOCATOR(sm); |
339 |
for(i=0; i < ST_NUM_ROOT_NODES;i++) |
340 |
stCount_level_leaves(lvlcnt, ST_ROOT_QT(st,i)); |
341 |
|
342 |
for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i]) |
343 |
if (ntarget < lvlcnt[i+1]) |
344 |
break; |
345 |
/* compute and render target level */ |
346 |
smRender_approx_stree_level(sm,i); |
347 |
} |
348 |
|
349 |
#define render_tri(v0,v1,v2,rgb0,rgb1,rgb2) \ |
350 |
{glColor3ub(rgb0[0],rgb0[1],rgb0[2]); glVertex3fv(v0); \ |
351 |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); glVertex3fv(v1); \ |
352 |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); glVertex3fv(v2);} |
353 |
|
354 |
|
355 |
render_bg_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,d) |
356 |
float v0[3],v1[3],v2[3]; |
357 |
BYTE rgb0[3],rgb1[3],rgb2[3]; |
358 |
FVECT vp,vc; |
359 |
double d; |
360 |
{ |
361 |
double p[3]; |
362 |
|
363 |
glColor3ub(rgb0[0],rgb0[1],rgb0[2]); |
364 |
VSUB(p,v0,vc); |
365 |
if(dev_zmin >= 0.99) |
366 |
{ |
367 |
p[0] *= d; |
368 |
p[1] *= d; |
369 |
p[2] *= d; |
370 |
} |
371 |
VADD(p,p,vp); |
372 |
glVertex3dv(p); |
373 |
|
374 |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); |
375 |
VSUB(p,v1,vc); |
376 |
if(dev_zmin >= 0.99) |
377 |
{ |
378 |
p[0] *= d; |
379 |
p[1] *= d; |
380 |
p[2] *= d; |
381 |
} |
382 |
VADD(p,p,vp); |
383 |
glVertex3dv(p); |
384 |
|
385 |
|
386 |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); |
387 |
VSUB(p,v2,vc); |
388 |
if(dev_zmin >= 0.99) |
389 |
{ |
390 |
p[0] *= d; |
391 |
p[1] *= d; |
392 |
p[2] *= d; |
393 |
VADD(p,p,vp); |
394 |
glVertex3dv(p); |
395 |
} |
396 |
} |
397 |
|
398 |
|
399 |
/* |
400 |
* render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,b0,b1,b2) |
401 |
* float v0[3],v1[3],v2[3]; : triangle vertex coordinates |
402 |
* BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs |
403 |
* int b0,b1,b2; : background or base vertex flag |
404 |
* |
405 |
* render foreground or base vertex color as average of the background |
406 |
* vertex RGBs. |
407 |
*/ |
408 |
render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,bg0,bg1,bg2) |
409 |
float v0[3],v1[3],v2[3]; |
410 |
BYTE rgb0[3],rgb1[3],rgb2[3]; |
411 |
FVECT vp,vc; |
412 |
int bg0,bg1,bg2; |
413 |
{ |
414 |
double d,p[3]; |
415 |
int j,cnt,rgb[3],base; |
416 |
|
417 |
base = bg0==BASE || bg1==BASE || bg2==BASE; |
418 |
|
419 |
if(base) |
420 |
{ |
421 |
cnt = 0; |
422 |
rgb[0] = rgb[1] = rgb[2] = 0; |
423 |
if(bg0 != BASE) |
424 |
{ |
425 |
IADDV3(rgb,rgb0); |
426 |
cnt++; |
427 |
} |
428 |
if(bg1 !=BASE) |
429 |
{ |
430 |
IADDV3(rgb,rgb1); |
431 |
cnt++; |
432 |
} |
433 |
if(bg2 != BASE) |
434 |
{ |
435 |
IADDV3(rgb,rgb2); |
436 |
cnt++; |
437 |
} |
438 |
IDIVV3(rgb,cnt); |
439 |
} |
440 |
|
441 |
if(bg0== BASE) |
442 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
443 |
else |
444 |
glColor3ub(rgb0[0],rgb0[1],rgb0[2]); |
445 |
|
446 |
if(!bg0) |
447 |
{ |
448 |
VSUB(p,v0,vp); |
449 |
normalize(p); |
450 |
IADDV3(p,vc); |
451 |
glVertex3dv(p); |
452 |
} |
453 |
else |
454 |
glVertex3fv(v0); |
455 |
|
456 |
if(bg1== BASE) |
457 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
458 |
else |
459 |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); |
460 |
|
461 |
if(!bg1) |
462 |
{ |
463 |
VSUB(p,v1,vp); |
464 |
normalize(p); |
465 |
IADDV3(p,vc); |
466 |
glVertex3dv(p); |
467 |
} |
468 |
else |
469 |
glVertex3fv(v1); |
470 |
|
471 |
if(bg2== BASE) |
472 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
473 |
else |
474 |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); |
475 |
|
476 |
if(!bg2) |
477 |
{ |
478 |
VSUB(p,v2,vp); |
479 |
normalize(p); |
480 |
IADDV3(p,vc); |
481 |
glVertex3dv(p); |
482 |
} |
483 |
else |
484 |
glVertex3fv(v2); |
485 |
} |
486 |
|
487 |
/* |
488 |
* smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
489 |
* SM *sm; : mesh |
490 |
* FVECT vp; : current viewpoint |
491 |
* int4 *t_flag,*bg_flag; : triangle flags: t_flag is generic, |
492 |
* and bg_flag indicates if background tri; |
493 |
* float (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors |
494 |
* |
495 |
* Sequentially gos through triangle list and renders all valid tris who |
496 |
* have t_flag set, and bg_flag set. |
497 |
*/ |
498 |
|
499 |
smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
500 |
SM *sm; |
501 |
FVECT vp; |
502 |
int4 *t_flag,*bg_flag; |
503 |
float (*wp)[3]; |
504 |
BYTE (*rgb)[3]; |
505 |
{ |
506 |
double d; |
507 |
int v0_id,v1_id,v2_id; |
508 |
int i,n,bg0,bg1,bg2; |
509 |
TRI *tri; |
510 |
|
511 |
glMatrixMode(GL_MODELVIEW); |
512 |
|
513 |
glPushMatrix(); |
514 |
glTranslated(vp[0],vp[1],vp[2]); |
515 |
/* The points are a distance of 1 away from the origin: if necessary scale |
516 |
so that they fit in frustum and are therefore not clipped away |
517 |
*/ |
518 |
if(dev_zmin >= 0.99) |
519 |
{ |
520 |
d = (dev_zmin+dev_zmax)/2.0; |
521 |
glScaled(d,d,d); |
522 |
} |
523 |
/* move relative to the new view */ |
524 |
/* move points to unit sphere at origin */ |
525 |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
526 |
-SM_VIEW_CENTER(sm)[2]); |
527 |
glBegin(GL_TRIANGLES); |
528 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
529 |
if(t_flag[n] & bg_flag[n]) |
530 |
for(i=0; i < 32; i++) |
531 |
if(t_flag[n] & bg_flag[n] & (1L << i)) |
532 |
{ |
533 |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
534 |
v0_id = T_NTH_V(tri,0); |
535 |
v1_id = T_NTH_V(tri,1); |
536 |
v2_id = T_NTH_V(tri,2); |
537 |
bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; |
538 |
bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; |
539 |
bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; |
540 |
if(bg0==DIR && bg1==DIR && bg2==DIR) |
541 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
542 |
rgb[v2_id]) |
543 |
else |
544 |
render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
545 |
rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
546 |
} |
547 |
glEnd(); |
548 |
|
549 |
glPopMatrix(); |
550 |
|
551 |
} |
552 |
/* |
553 |
* render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2) |
554 |
* float v0[3],v1[3],v2[3]; : triangle vertex coordinates |
555 |
* BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs |
556 |
* FVECT vp; : current viewpoint |
557 |
* int b0,b1,b2; : vertex base flag |
558 |
* |
559 |
* render base vertex color as average of the non-base vertex RGBs. The |
560 |
* base vertex coordinate is taken as the stored vector, scaled out by |
561 |
* the average distance to the non-base vertices |
562 |
*/ |
563 |
render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2) |
564 |
float v0[3],v1[3],v2[3]; |
565 |
BYTE rgb0[3],rgb1[3],rgb2[3]; |
566 |
FVECT vp; |
567 |
int b0,b1,b2; |
568 |
{ |
569 |
int cnt; |
570 |
int rgb[3]; |
571 |
double d; |
572 |
double p[3]; |
573 |
|
574 |
cnt = 0; |
575 |
rgb[0] = rgb[1] = rgb[2] = 0; |
576 |
d = 0.0; |
577 |
|
578 |
if(b0&&b1&&b2) |
579 |
return; |
580 |
/* First calculate color and coordinates |
581 |
for base vertices based on world space vertices*/ |
582 |
if(!b0) |
583 |
{ |
584 |
IADDV3(rgb,rgb0); |
585 |
d += DIST(v0,vp); |
586 |
cnt++; |
587 |
} |
588 |
if(!b1) |
589 |
{ |
590 |
IADDV3(rgb,rgb1); |
591 |
d += DIST(v1,vp); |
592 |
cnt++; |
593 |
} |
594 |
if(!b2) |
595 |
{ |
596 |
IADDV3(rgb,rgb2); |
597 |
d += DIST(v2,vp); |
598 |
cnt++; |
599 |
} |
600 |
IDIVV3(rgb,cnt); |
601 |
d /= (double)cnt; |
602 |
|
603 |
/* Now render triangle */ |
604 |
if(b0) |
605 |
{ |
606 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
607 |
SUBV3(p,v0,vp); |
608 |
ISCALEV3(p,d); |
609 |
IADDV3(p,vp); |
610 |
glVertex3dv(p); |
611 |
} |
612 |
else |
613 |
{ |
614 |
glColor3ub(rgb0[0],rgb0[1],rgb0[2]); |
615 |
glVertex3fv(v0); |
616 |
} |
617 |
if(b1) |
618 |
{ |
619 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
620 |
SUBV3(p,v1,vp); |
621 |
ISCALEV3(p,d); |
622 |
IADDV3(p,vp); |
623 |
glVertex3dv(p); |
624 |
} |
625 |
else |
626 |
{ |
627 |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); |
628 |
glVertex3fv(v1); |
629 |
} |
630 |
if(b2) |
631 |
{ |
632 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
633 |
SUBV3(p,v2,vp); |
634 |
ISCALEV3(p,d); |
635 |
IADDV3(p,vp); |
636 |
glVertex3dv(p); |
637 |
} |
638 |
else |
639 |
{ |
640 |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); |
641 |
glVertex3fv(v2); |
642 |
} |
643 |
} |
644 |
/* |
645 |
* smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
646 |
* SM *sm; : mesh |
647 |
* FVECT vp; : current viewpoint |
648 |
* int4 *t_flag,*bg_flag; : triangle flags: t_flag is generic,bg_flag |
649 |
* indicates if background tri; |
650 |
* float (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors |
651 |
* |
652 |
* Sequentially gos through triangle list and renders all valid tris who |
653 |
* have t_flag set, and NOT bg_flag set. |
654 |
*/ |
655 |
smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
656 |
SM *sm; |
657 |
FVECT vp; |
658 |
int4 *t_flag,*bg_flag; |
659 |
float (*wp)[3]; |
660 |
BYTE (*rgb)[3]; |
661 |
{ |
662 |
TRI *tri; |
663 |
int i,n,b0,b1,b2; |
664 |
int v0_id,v1_id,v2_id; |
665 |
|
666 |
glBegin(GL_TRIANGLES); |
667 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
668 |
if(t_flag[n]) |
669 |
for(i=0; i < 32; i++) |
670 |
if(t_flag[n] & (1L << i) & ~bg_flag[n]) |
671 |
{ |
672 |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
673 |
v0_id = T_NTH_V(tri,0); |
674 |
v1_id = T_NTH_V(tri,1); |
675 |
v2_id = T_NTH_V(tri,2); |
676 |
b0 = SM_BASE_ID(sm,v0_id); |
677 |
b1 = SM_BASE_ID(sm,v1_id); |
678 |
b2 = SM_BASE_ID(sm,v2_id); |
679 |
if(b0 || b1 || b2) |
680 |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
681 |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); |
682 |
else |
683 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
684 |
rgb[v2_id]) |
685 |
} |
686 |
glEnd(); |
687 |
|
688 |
} |
689 |
|
690 |
|
691 |
int |
692 |
compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) |
693 |
{ |
694 |
double d; |
695 |
|
696 |
d = td2->depth-td1->depth; |
697 |
if(d > 0.0) |
698 |
return(1); |
699 |
if(d < 0.0) |
700 |
return(-1); |
701 |
return(0); |
702 |
|
703 |
} |
704 |
|
705 |
#ifdef DEBUG |
706 |
#define freebuf(b) tempbuf(-1) |
707 |
#endif |
708 |
|
709 |
char * |
710 |
tempbuf(len) /* get a temporary buffer */ |
711 |
unsigned len; |
712 |
{ |
713 |
extern char *malloc(), *realloc(); |
714 |
static char *tempbuf = NULL; |
715 |
static unsigned tempbuflen = 0; |
716 |
|
717 |
#ifdef DEBUG |
718 |
static int in_use=FALSE; |
719 |
|
720 |
if(len == -1) |
721 |
{ |
722 |
in_use = FALSE; |
723 |
return(NULL); |
724 |
} |
725 |
if(in_use) |
726 |
{ |
727 |
eputs("Buffer in use:cannot allocate:tempbuf()\n"); |
728 |
return(NULL); |
729 |
} |
730 |
#endif |
731 |
if (len > tempbuflen) { |
732 |
if (tempbuflen > 0) |
733 |
tempbuf = realloc(tempbuf, len); |
734 |
else |
735 |
tempbuf = malloc(len); |
736 |
tempbuflen = tempbuf==NULL ? 0 : len; |
737 |
} |
738 |
#ifdef DEBUG |
739 |
in_use = TRUE; |
740 |
#endif |
741 |
return(tempbuf); |
742 |
} |
743 |
|
744 |
/* |
745 |
* smOrder_new_tris(sm,vp,td) |
746 |
* SM *sm; : mesh |
747 |
* FVECT vp; : current viewpoint |
748 |
* T_DEPTH *td; : holds returned list of depth sorted tris |
749 |
* |
750 |
* Creates list of all new tris, with their distance from the current |
751 |
* viewpoint, and sorts the list based on this distance |
752 |
*/ |
753 |
smOrder_new_tris(sm,vp,td) |
754 |
SM *sm; |
755 |
FVECT vp; |
756 |
T_DEPTH *td; |
757 |
{ |
758 |
int n,i,j,tcnt,v; |
759 |
TRI *tri; |
760 |
double d,min_d; |
761 |
FVECT diff; |
762 |
int4 *new_flag,*bg_flag; |
763 |
|
764 |
tcnt=0; |
765 |
new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); |
766 |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
767 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
768 |
if(new_flag[n] & ~bg_flag[n]) |
769 |
for(i=0; i < 32; i++) |
770 |
if(new_flag[n] & (1L << i) & ~bg_flag[n]) |
771 |
{ |
772 |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
773 |
td[tcnt].tri = (n << 5)+i; |
774 |
min_d = -1; |
775 |
for(j=0;j < 3;j++) |
776 |
{ |
777 |
v = T_NTH_V(tri,j); |
778 |
VSUB(diff,SM_NTH_WV(sm,v),vp); |
779 |
d = DOT(diff,diff); |
780 |
if(min_d == -1 || d < min_d) |
781 |
min_d = d; |
782 |
} |
783 |
td[tcnt++].depth = min_d; |
784 |
} |
785 |
td[tcnt].tri = -1; |
786 |
if(tcnt) |
787 |
qsort((void *)td,tcnt,sizeof(T_DEPTH),compare_tri_depths); |
788 |
} |
789 |
|
790 |
/* |
791 |
* smUpdate_tm(sm) : Update the tone-mapping |
792 |
* SM *sm; : mesh |
793 |
* |
794 |
*/ |
795 |
smUpdate_tm(sm) |
796 |
SM *sm; |
797 |
{ |
798 |
int t = SM_TONE_MAP(sm); |
799 |
|
800 |
if(t==0 || smCompute_mapping) |
801 |
{ |
802 |
tmClearHisto(); |
803 |
tmAddHisto(SM_BRT(sm),SM_NUM_SAMP(sm),1); |
804 |
if(tmComputeMapping(0.,0.,0.) != TM_E_OK) |
805 |
return; |
806 |
t = 0; |
807 |
smCompute_mapping = FALSE; |
808 |
} |
809 |
tmMapPixels(SM_NTH_RGB(sm,t),&SM_NTH_BRT(sm,t),SM_NTH_CHR(sm,t), |
810 |
SM_NUM_SAMP(sm)-t); |
811 |
SM_TONE_MAP(sm) = SM_NUM_SAMP(sm); |
812 |
} |
813 |
|
814 |
/* |
815 |
* smRender_inc(sm,vp) : Incremental update of mesh |
816 |
* SM * sm; : mesh |
817 |
* FVECT vp; : current view point |
818 |
* |
819 |
* If a relatively small number of new triangles have been created, |
820 |
* do an incremental update. Render new triangles with depth buffering |
821 |
* turned off, if the current viewpoint is not the same as canonical view- |
822 |
* point, must use painter's approach to resolve visibility:first depth sort |
823 |
* triangles, then render back-to-front. |
824 |
*/ |
825 |
smRender_inc(sm,vp) |
826 |
SM *sm; |
827 |
FVECT vp; |
828 |
{ |
829 |
int i,n,v0_id,v1_id,v2_id,b0,b1,b2; |
830 |
TRI *tri; |
831 |
float (*wp)[3]; |
832 |
BYTE (*rgb)[3]; |
833 |
int4 *new_flag,*bg_flag; |
834 |
T_DEPTH *td = NULL; |
835 |
|
836 |
smUpdate_tm(sm); |
837 |
|
838 |
/* For all of the NEW triangles (since last update): assume |
839 |
ACTIVE. Go through and sort on depth value (from vp). Turn |
840 |
Depth Buffer test off and render back-front |
841 |
*/ |
842 |
if(!EQUAL_VEC3(SM_VIEW_CENTER(sm),vp)) |
843 |
{ |
844 |
/* Must depth sort if view points do not coincide */ |
845 |
td = (T_DEPTH *)tempbuf(smNew_tri_cnt*sizeof(T_DEPTH)); |
846 |
if(td) |
847 |
smOrder_new_tris(sm,vp,td); |
848 |
#ifdef DEBUG |
849 |
else |
850 |
eputs("Cant create list:wont depth sort:smUpdate_incremental\n"); |
851 |
#endif |
852 |
} |
853 |
wp = SM_WP(sm); |
854 |
rgb =SM_RGB(sm); |
855 |
new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); |
856 |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
857 |
/* Turn Depth Test off -- using Painter's algorithm */ |
858 |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
859 |
glDepthFunc(GL_ALWAYS); |
860 |
|
861 |
smRender_bg_tris(sm,vp,new_flag,bg_flag,wp,rgb); |
862 |
if(!td) |
863 |
smRender_fg_tris(sm,vp,new_flag,bg_flag,wp,rgb); |
864 |
else |
865 |
{ |
866 |
glBegin(GL_TRIANGLES); |
867 |
for(i=0; td[i].tri != -1;i++) |
868 |
{ |
869 |
tri = SM_NTH_TRI(sm,td[i].tri); |
870 |
/* Dont need to check for valid tri because flags are |
871 |
cleared on delete |
872 |
*/ |
873 |
v0_id = T_NTH_V(tri,0); |
874 |
v1_id = T_NTH_V(tri,1); |
875 |
v2_id = T_NTH_V(tri,2); |
876 |
b0 = SM_BASE_ID(sm,v0_id); |
877 |
b1 = SM_BASE_ID(sm,v1_id); |
878 |
b2 = SM_BASE_ID(sm,v2_id); |
879 |
if(b0 || b1 || b2) |
880 |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
881 |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); |
882 |
else |
883 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
884 |
rgb[v2_id]) |
885 |
} |
886 |
glEnd(); |
887 |
freebuf(td); |
888 |
} |
889 |
/* Restore Depth Test */ |
890 |
glPopAttrib(); |
891 |
} |
892 |
|
893 |
/* |
894 |
* smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,max_level,leaf_cnt,which) |
895 |
* SM *sm; : mesh |
896 |
* QUADTREE qt; : quadtree base node |
897 |
* FVECT vp; : current viewpoint |
898 |
* float (*wp)[3]; : array of sample points |
899 |
* BYTE (*rgb)[3]; : array of RGB values for samples |
900 |
* int i,level_i,level,max_level,leaf_cnt; |
901 |
* : variables to keep track of where |
902 |
* we are in the quadtree traversal in order to map nodes to |
903 |
* corresponding array locations, where nodes are stored in breadth- |
904 |
* first order. i is the index of the current node,level_i is the |
905 |
* index of the first node on the current quadtree level, max_level is |
906 |
* the maximum number of levels to traverse, and leaf_cnt is the number |
907 |
* of leaves on the current level |
908 |
* int which; flag indicates whether to render fg or bg tris |
909 |
* |
910 |
* |
911 |
* Render the tris stored in qtree using display lists. For each node at |
912 |
* the leaf or max_level, call the display_list if it exists, else traverse |
913 |
* down the subtree and render the nodes into a new display list which is |
914 |
* stored for future use. |
915 |
*/ |
916 |
smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,level,max_level,leaf_cnt,which) |
917 |
SM *sm; |
918 |
QUADTREE qt; |
919 |
FVECT vp; |
920 |
float (*wp)[3]; |
921 |
BYTE (*rgb)[3]; |
922 |
int i,level_i,level,max_level,leaf_cnt; |
923 |
int which; |
924 |
{ |
925 |
int j; |
926 |
|
927 |
if(QT_IS_EMPTY(qt)) |
928 |
return; |
929 |
|
930 |
if(QT_IS_LEAF(qt) || level == max_level) |
931 |
{ |
932 |
if(QT_IS_LEAF(qt)) |
933 |
{ |
934 |
if(!QT_LEAF_IS_FLAG(qt)) |
935 |
return; |
936 |
} |
937 |
else |
938 |
if(!QT_IS_FLAG(qt)) |
939 |
return; |
940 |
|
941 |
if(!Display_lists[i][which]) |
942 |
{ |
943 |
Display_lists[i][which] = i+1 + which*SM_DL_LISTS; |
944 |
glNewList(Display_lists[i][which],GL_COMPILE_AND_EXECUTE); |
945 |
smClear_flags(sm,T_NEW_FLAG); |
946 |
glBegin(GL_TRIANGLES); |
947 |
smRender_qtree(sm,qt,vp,wp,rgb,which,FALSE); |
948 |
glEnd(); |
949 |
glEndList(); |
950 |
} |
951 |
else |
952 |
{ |
953 |
glCallList(Display_lists[i][which]); |
954 |
} |
955 |
} |
956 |
else |
957 |
if(QT_IS_FLAG(qt)) |
958 |
{ |
959 |
i = ((i - level_i)<< 2) + level_i + leaf_cnt; |
960 |
level_i += leaf_cnt; |
961 |
leaf_cnt <<= 2; |
962 |
for(j=0; j < 4; j++) |
963 |
smRender_qtree_dl(sm,QT_NTH_CHILD(qt,j),vp,wp,rgb, |
964 |
i+j,level_i,level+1,max_level,leaf_cnt,which); |
965 |
} |
966 |
|
967 |
} |
968 |
|
969 |
/* |
970 |
* smRender_qtree(sm,qt,vp,wp,rgb,which,cull) : Render the tris stored in qtree |
971 |
* SM *sm; : mesh |
972 |
* QUADTREE qt; : quadtree base node |
973 |
* FVECT vp; : current viewpoint |
974 |
* float (*wp)[3] : array of sample points |
975 |
* BYTE (*rgb)[3] : array of RGB values for samples |
976 |
* int which; : flag indicates whether to render fg or bg tris |
977 |
* int cull; : if true, only traverse active (flagged) nodes |
978 |
* |
979 |
*/ |
980 |
smRender_qtree(sm,qt,vp,wp,rgb,which,cull) |
981 |
SM *sm; |
982 |
QUADTREE qt; |
983 |
FVECT vp; |
984 |
float (*wp)[3]; |
985 |
BYTE (*rgb)[3]; |
986 |
int which,cull; |
987 |
{ |
988 |
int i; |
989 |
|
990 |
if(QT_IS_EMPTY(qt)) |
991 |
return; |
992 |
|
993 |
if(QT_IS_LEAF(qt)) |
994 |
{ |
995 |
TRI *t; |
996 |
OBJECT *optr; |
997 |
int t_id,v0_id,v1_id,v2_id,bg0,bg1,bg2; |
998 |
|
999 |
if(cull && !QT_LEAF_IS_FLAG(qt)) |
1000 |
return; |
1001 |
|
1002 |
optr = qtqueryset(qt); |
1003 |
for (i = QT_SET_CNT(optr),optr = QT_SET_PTR(optr);i > 0; i--) |
1004 |
{ |
1005 |
t_id = QT_SET_NEXT_ELEM(optr); |
1006 |
t = SM_NTH_TRI(sm,t_id); |
1007 |
if(!T_IS_VALID(t) || (cull &&!SM_IS_NTH_T_ACTIVE(sm,t_id)) || |
1008 |
SM_IS_NTH_T_NEW(sm,t_id)) |
1009 |
continue; |
1010 |
|
1011 |
bg0 = SM_IS_NTH_T_BG(sm,t_id); |
1012 |
if((which== SM_RENDER_FG && bg0) || (which== SM_RENDER_BG && !bg0)) |
1013 |
continue; |
1014 |
|
1015 |
v0_id = T_NTH_V(t,0); |
1016 |
v1_id = T_NTH_V(t,1); |
1017 |
v2_id = T_NTH_V(t,2); |
1018 |
if(bg0) |
1019 |
{ |
1020 |
bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; |
1021 |
bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; |
1022 |
bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; |
1023 |
SM_SET_NTH_T_NEW(sm,t_id); |
1024 |
if(bg0==DIR && bg1==DIR && bg2==DIR) |
1025 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
1026 |
rgb[v2_id]) |
1027 |
else |
1028 |
render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
1029 |
rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
1030 |
} |
1031 |
else |
1032 |
{ |
1033 |
SM_SET_NTH_T_NEW(sm,t_id); |
1034 |
bg0 = SM_BASE_ID(sm,v0_id); |
1035 |
bg1 = SM_BASE_ID(sm,v1_id); |
1036 |
bg2 = SM_BASE_ID(sm,v2_id); |
1037 |
if(bg0 || bg1 || bg2) |
1038 |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
1039 |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
1040 |
else |
1041 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
1042 |
rgb[v2_id]) |
1043 |
} |
1044 |
} |
1045 |
} |
1046 |
else |
1047 |
if(!cull || QT_IS_FLAG(qt)) |
1048 |
for(i=0; i < 4; i++) |
1049 |
smRender_qtree(sm,QT_NTH_CHILD(qt,i),vp,wp,rgb,which,cull); |
1050 |
} |
1051 |
|
1052 |
/* |
1053 |
* smRender_mesh(sm,view,cull) : Render mesh Triangles |
1054 |
* SM *sm; : mesh |
1055 |
* VIEW *view; : current view |
1056 |
* int cull; : cull Flag |
1057 |
* |
1058 |
* If cull is TRUE, first mark tris in current |
1059 |
* frustum and only render them. Normally, cull will be FALSE only if |
1060 |
* it is known that all tris lie in frustum, e.g. after a rebuild |
1061 |
* |
1062 |
*/ |
1063 |
smRender_mesh(sm,view,cull) |
1064 |
SM *sm; |
1065 |
VIEW *view; |
1066 |
int cull; |
1067 |
{ |
1068 |
float (*wp)[3]; |
1069 |
BYTE (*rgb)[3]; |
1070 |
int i; |
1071 |
STREE *st= SM_LOCATOR(sm); |
1072 |
|
1073 |
smUpdate_tm(sm); |
1074 |
|
1075 |
wp = SM_WP(sm); |
1076 |
rgb =SM_RGB(sm); |
1077 |
|
1078 |
smClear_flags(sm,T_NEW_FLAG); |
1079 |
|
1080 |
if(cull) |
1081 |
smCull(sm,view,SM_ALL_LEVELS); |
1082 |
|
1083 |
|
1084 |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1085 |
glDisable(GL_DEPTH_TEST); |
1086 |
|
1087 |
glMatrixMode(GL_MODELVIEW); |
1088 |
glPushMatrix(); |
1089 |
/* move relative to the new view */ |
1090 |
glTranslated(view->vp[0],view->vp[1],view->vp[2]); |
1091 |
|
1092 |
|
1093 |
/* The points are a distance of 1 away from the origin: if necessary |
1094 |
scale so that they fit in frustum and are therefore not clipped away |
1095 |
*/ |
1096 |
if(dev_zmin >= 0.99) |
1097 |
{ |
1098 |
double d; |
1099 |
|
1100 |
d = (dev_zmin+dev_zmax)/2.0; |
1101 |
glScaled(d,d,d); |
1102 |
} |
1103 |
/* move points to unit sphere at origin */ |
1104 |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
1105 |
-SM_VIEW_CENTER(sm)[2]); |
1106 |
|
1107 |
glBegin(GL_TRIANGLES); |
1108 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1109 |
smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_BG,cull); |
1110 |
glEnd(); |
1111 |
|
1112 |
glPopMatrix(); |
1113 |
|
1114 |
glEnable(GL_DEPTH_TEST); |
1115 |
|
1116 |
glBegin(GL_TRIANGLES); |
1117 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1118 |
smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_FG,cull); |
1119 |
glEnd(); |
1120 |
|
1121 |
glPopAttrib(); |
1122 |
} |
1123 |
|
1124 |
/* |
1125 |
* smRender_mesh_dl(sm,view) : Render stree utilizing display lists |
1126 |
* SM *sm; : mesh |
1127 |
* VIEW *view; : current view |
1128 |
*/ |
1129 |
smRender_mesh_dl(sm,view) |
1130 |
SM *sm; |
1131 |
VIEW *view; |
1132 |
{ |
1133 |
float (*wp)[3]; |
1134 |
BYTE (*rgb)[3]; |
1135 |
STREE *st; |
1136 |
int i; |
1137 |
|
1138 |
if(SM_DL_LEVELS == 0) |
1139 |
{ |
1140 |
if(!Display_lists[0][0]) |
1141 |
{ |
1142 |
Display_lists[0][0] = 1; |
1143 |
glNewList(Display_lists[0][0],GL_COMPILE_AND_EXECUTE); |
1144 |
smRender_mesh(sm,view,FALSE); |
1145 |
glEndList(); |
1146 |
} |
1147 |
else |
1148 |
glCallList(Display_lists[0][0]); |
1149 |
|
1150 |
return; |
1151 |
} |
1152 |
smCull(sm,view,SM_DL_LEVELS); |
1153 |
|
1154 |
st = SM_LOCATOR(sm); |
1155 |
|
1156 |
wp = SM_WP(sm); |
1157 |
rgb =SM_RGB(sm); |
1158 |
|
1159 |
/* For all active quadtree nodes- first render bg tris, then fg */ |
1160 |
/* If display list exists, use otherwise create/display list */ |
1161 |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1162 |
glDisable(GL_DEPTH_TEST); |
1163 |
|
1164 |
glMatrixMode(GL_MODELVIEW); |
1165 |
glPushMatrix(); |
1166 |
|
1167 |
/* move relative to the new view */ |
1168 |
glTranslated(view->vp[0],view->vp[1],view->vp[2]); |
1169 |
|
1170 |
/* The points are a distance of 1 away from the origin: if necessary |
1171 |
scale so that they fit in frustum and are therefore not clipped away |
1172 |
*/ |
1173 |
if(dev_zmin >= 0.99) |
1174 |
{ |
1175 |
double d; |
1176 |
d = (dev_zmin+dev_zmax)/2.0; |
1177 |
glScaled(d,d,d); |
1178 |
} |
1179 |
/* move points to unit sphere at origin */ |
1180 |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
1181 |
-SM_VIEW_CENTER(sm)[2]); |
1182 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1183 |
smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1, |
1184 |
SM_DL_LEVELS,8,SM_RENDER_BG); |
1185 |
glPopMatrix(); |
1186 |
|
1187 |
glEnable(GL_DEPTH_TEST); |
1188 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1189 |
smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1, |
1190 |
SM_DL_LEVELS,8,SM_RENDER_FG); |
1191 |
glPopAttrib(); |
1192 |
} |
1193 |
|
1194 |
|
1195 |
|
1196 |
/* |
1197 |
* smRender_tris(sm,view,render_flag) : Render all of the mesh triangles |
1198 |
* SM *sm : current geometry |
1199 |
* VIEW *view : current view |
1200 |
* int render_flag : if render_flag & SM_RENDER_CULL: do culling first |
1201 |
* |
1202 |
* Renders mesh by traversing triangle list and drawing all active tris- |
1203 |
* background tris first, then foreground and mixed tris |
1204 |
*/ |
1205 |
smRender_tris(sm,view,render_flag) |
1206 |
SM *sm; |
1207 |
VIEW *view; |
1208 |
int render_flag; |
1209 |
{ |
1210 |
int4 *active_flag,*bg_flag; |
1211 |
float (*wp)[3]; |
1212 |
BYTE (*rgb)[3]; |
1213 |
|
1214 |
wp = SM_WP(sm); |
1215 |
rgb =SM_RGB(sm); |
1216 |
active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); |
1217 |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
1218 |
|
1219 |
if(render_flag & SM_RENDER_CULL) |
1220 |
smCull(sm,view,SM_ALL_LEVELS); |
1221 |
|
1222 |
/* Render triangles made up of points at infinity by turning off |
1223 |
depth-buffering and projecting the points onto a sphere around the view*/ |
1224 |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1225 |
glDisable(GL_DEPTH_TEST); |
1226 |
smRender_bg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb); |
1227 |
|
1228 |
/* Render triangles containing world-space points */ |
1229 |
glEnable(GL_DEPTH_TEST); |
1230 |
smRender_fg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb); |
1231 |
|
1232 |
glPopAttrib(); |
1233 |
|
1234 |
} |
1235 |
|
1236 |
/* Clear all of the display lists */ |
1237 |
clear_display_lists() |
1238 |
{ |
1239 |
int i; |
1240 |
for(i=0; i< SM_DL_LISTS; i++) |
1241 |
{ |
1242 |
if(Display_lists[i][0]) |
1243 |
{ /* Clear the foreground display list */ |
1244 |
glDeleteLists(Display_lists[i][0],1); |
1245 |
Display_lists[i][0] = 0; |
1246 |
} |
1247 |
if(Display_lists[i][1]) |
1248 |
{ /* Clear the background display list */ |
1249 |
glDeleteLists(Display_lists[i][1],1); |
1250 |
Display_lists[i][1] = 0; |
1251 |
} |
1252 |
} |
1253 |
} |
1254 |
|
1255 |
/* |
1256 |
* qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) :clear display lists |
1257 |
* QUADTREE *qt; : Quadtree node |
1258 |
* int i; : index into list of display lists for this node |
1259 |
* int level_i; : index for first node at this level |
1260 |
* int level,max_level; : current level, maximum level to descend |
1261 |
* int leaf_cnt; : number of leaves at this level |
1262 |
* |
1263 |
* For each node under this node that has its flag set: delete all |
1264 |
* existing display lists. Display lists are stored in an array indexed as |
1265 |
* if the quadtree was traversed in a breadth first order (indices 0-7 are |
1266 |
* the 8 quadtree roots, indices 8-11 the first level children of root 0, |
1267 |
* indices 12-15 the children of root 1, etc). It is assumes that the display |
1268 |
* lists will only be stored for a small number of levels: if this is not |
1269 |
* true, a hashing scheme would work better for storing/retrieving the |
1270 |
* display lists |
1271 |
*/ |
1272 |
qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) |
1273 |
QUADTREE qt; |
1274 |
int i,level_i,level,max_level,leaf_cnt; |
1275 |
{ |
1276 |
int j; |
1277 |
|
1278 |
if(QT_IS_EMPTY(qt)) |
1279 |
return; |
1280 |
if(QT_IS_LEAF(qt) || level== max_level) |
1281 |
{ |
1282 |
if(QT_IS_LEAF(qt)) |
1283 |
{ |
1284 |
if(!QT_LEAF_IS_FLAG(qt)) |
1285 |
return; |
1286 |
} |
1287 |
else |
1288 |
if(!QT_IS_FLAG(qt)) |
1289 |
return; |
1290 |
if(Display_lists[i][0]) |
1291 |
{ |
1292 |
glDeleteLists(Display_lists[i][0],1); |
1293 |
Display_lists[i][0] = 0; |
1294 |
} |
1295 |
if(Display_lists[i][1]) |
1296 |
{ |
1297 |
glDeleteLists(Display_lists[i][1],1); |
1298 |
Display_lists[i][1] = 0; |
1299 |
} |
1300 |
} |
1301 |
else |
1302 |
if(QT_IS_FLAG(qt)) |
1303 |
{ |
1304 |
/* Calculate the index for the first child given the values |
1305 |
of the parent at the current level |
1306 |
*/ |
1307 |
i = ((i - level_i)<< 2) + level_i + leaf_cnt; |
1308 |
level_i += leaf_cnt; |
1309 |
leaf_cnt <<= 2; |
1310 |
for(j=0; j < 4; j++) |
1311 |
qtClear_dl(QT_NTH_CHILD(qt,j),i+j,level_i,level+1,max_level, |
1312 |
leaf_cnt); |
1313 |
} |
1314 |
} |
1315 |
|
1316 |
/* |
1317 |
* smInvalidate_view(sm,view) : Invalidate rendering representation for view |
1318 |
* SM *sm; : mesh |
1319 |
* VIEW *view; : current view |
1320 |
* |
1321 |
* Delete the existing display lists for geometry in the current |
1322 |
* view frustum: Called when the geometry in the frustum has been changed |
1323 |
*/ |
1324 |
smInvalidate_view(sm,view) |
1325 |
SM *sm; |
1326 |
VIEW *view; |
1327 |
{ |
1328 |
int i; |
1329 |
|
1330 |
if(SM_DL_LEVELS == 0) |
1331 |
{ |
1332 |
if(Display_lists[0][0]) |
1333 |
{ |
1334 |
glDeleteLists(Display_lists[0][0],1); |
1335 |
Display_lists[0][0] = 0; |
1336 |
} |
1337 |
return; |
1338 |
} |
1339 |
/* Mark qtree nodes/tris in frustum */ |
1340 |
smCull(sm,view,SM_DL_LEVELS); |
1341 |
|
1342 |
/* Invalidate display_lists in marked qtree nodes */ |
1343 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1344 |
qtClear_dl(ST_ROOT_QT(SM_LOCATOR(sm),i),i,0,1,SM_DL_LEVELS,8); |
1345 |
|
1346 |
} |
1347 |
|
1348 |
|
1349 |
/* |
1350 |
* smRender(sm,view, qual): render OpenGL output geometry |
1351 |
* SM *sm; : current mesh representation |
1352 |
* VIEW *view; : desired view |
1353 |
* int qual; : quality level (percentage on linear time scale) |
1354 |
* |
1355 |
* Render the current mesh: |
1356 |
* recompute tone mapping if full redraw and specified: |
1357 |
* if moving (i.e. qual < MAXQUALITY) |
1358 |
* render the cached display lists, if quality drops |
1359 |
* below threshold, render approximation instead |
1360 |
* if stationary |
1361 |
* render mesh geometry without display lists, unless up-to-date |
1362 |
* display lists already exist. |
1363 |
*/ |
1364 |
smRender(sm,view,qual) |
1365 |
SM *sm; |
1366 |
VIEW *view; |
1367 |
int qual; |
1368 |
{ |
1369 |
|
1370 |
/* Recompute tone mapping if specified */ |
1371 |
if( qual >= MAXQUALITY && smCompute_mapping) |
1372 |
smUpdate_tm(sm); |
1373 |
|
1374 |
/* Unless quality > MAXQUALITY, render using display lists */ |
1375 |
if(qual <= MAXQUALITY) |
1376 |
{ |
1377 |
/* If quality above threshold: render mesh*/ |
1378 |
if(qual > (MAXQUALITY*2/4)) |
1379 |
/* render stree using display lists */ |
1380 |
smRender_mesh_dl(sm,view); |
1381 |
else |
1382 |
/* If quality below threshold, use approximate rendering */ |
1383 |
smRender_approx(sm,qual,view); |
1384 |
} |
1385 |
else |
1386 |
/* render stree without display lists */ |
1387 |
smRender_mesh(sm,view,TRUE); |
1388 |
} |
1389 |
|
1390 |
|
1391 |
/* |
1392 |
* smUpdate(view, qual) : update OpenGL output geometry |
1393 |
* VIEW *view; : desired view |
1394 |
* int qual; : quality level (percentage on linear time scale) |
1395 |
* |
1396 |
* Draw new geometric representation using OpenGL calls. Assume that the |
1397 |
* view has already been set up and the correct frame buffer has been |
1398 |
* selected for drawing. The quality level is on a linear scale, where 100% |
1399 |
* is full (final) quality. It is not necessary to redraw geometry that has |
1400 |
* been output since the last call to smClean().(The last view drawn will |
1401 |
* be view==&odev.v each time.) |
1402 |
*/ |
1403 |
smUpdate(view,qual) |
1404 |
VIEW *view; |
1405 |
int qual; |
1406 |
{ |
1407 |
/* Is there anything to render? */ |
1408 |
if(!smMesh || SM_NUM_TRI(smMesh)<=0) |
1409 |
return; |
1410 |
|
1411 |
/* Is viewer MOVING?*/ |
1412 |
if(qual < MAXQUALITY) |
1413 |
{ |
1414 |
/* Render mesh using display lists */ |
1415 |
smRender(smMesh,view,qual); |
1416 |
return; |
1417 |
} |
1418 |
|
1419 |
/* Viewer is STATIONARY */ |
1420 |
|
1421 |
/* Has view moved epsilon from canonical view? (epsilon= percentage |
1422 |
(SM_VIEW_FRAC) of running average of the distance of the sample points |
1423 |
from the canonical view */ |
1424 |
if(DIST(view->vp,SM_VIEW_CENTER(smMesh)) > SM_ALLOWED_VIEW_CHANGE(smMesh)) |
1425 |
{ |
1426 |
/* Must rebuild mesh with current view as new canonical view */ |
1427 |
smRebuild_mesh(smMesh,view); |
1428 |
/* Existing display lists and tonemapping are no longer valid */ |
1429 |
clear_display_lists(); |
1430 |
smCompute_mapping = TRUE; |
1431 |
/* Render all the triangles in the new mesh */ |
1432 |
smRender(smMesh,view,qual+1); |
1433 |
} |
1434 |
else |
1435 |
/* Has a complete redraw been requested ?*/ |
1436 |
if(smClean_notify) |
1437 |
{ |
1438 |
smIncremental = FALSE; |
1439 |
smRender(smMesh,view,qual); |
1440 |
} |
1441 |
else |
1442 |
{ |
1443 |
/* Viewer fixed and receiving new samples for the same view */ |
1444 |
if(!smNew_tri_cnt) |
1445 |
return; |
1446 |
|
1447 |
/* If number of new triangles relatively small: do incremental update */ |
1448 |
if(smNew_tri_cnt < SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT) |
1449 |
{ |
1450 |
/* Mark Existing display lists in frustum invalid */ |
1451 |
if(!smIncremental) |
1452 |
{ |
1453 |
smInvalidate_view(smMesh,view); |
1454 |
smIncremental = TRUE; |
1455 |
} |
1456 |
smRender_inc(smMesh,view->vp); |
1457 |
} |
1458 |
else |
1459 |
/* Otherwise render all of the active triangles */ |
1460 |
smRender(smMesh,view,qual+1); |
1461 |
} |
1462 |
/* This is our final update iff qual==MAXQUALITY and view==&odev.v */ |
1463 |
if( (qual >= MAXQUALITY) && (view == &(odev.v))) |
1464 |
{ |
1465 |
/* reset rendering flags */ |
1466 |
smClean_notify = FALSE; |
1467 |
smNew_tri_cnt = 0; |
1468 |
smClear_flags(smMesh,T_NEW_FLAG); |
1469 |
qtCache_init(0); |
1470 |
} |
1471 |
|
1472 |
} |