1 |
#ifndef lint |
2 |
static const char RCSid[] = "$Id: sm_ogl.c,v 3.17 2003/06/20 00:25:49 greg Exp $"; |
3 |
#endif |
4 |
/* |
5 |
* sm_ogl.c |
6 |
* |
7 |
* Rendering routines for triangle mesh representation utilizing OpenGL |
8 |
* |
9 |
* smClean(tmflag) : display has been wiped clean |
10 |
* int tmflag; |
11 |
* Called after display has been effectively cleared, meaning that all |
12 |
* geometry must be resent down the pipeline in the next call to smUpdate(). |
13 |
* If tmflag is set, tone-mapping should be performed |
14 |
* |
15 |
* smUpdate(vp, qua) : update OpenGL output geometry for view vp |
16 |
* VIEW *vp; : desired view |
17 |
* int qua; : quality level (percentage on linear time scale) |
18 |
* |
19 |
* Draw new geometric representation using OpenGL calls. Assume that the |
20 |
* view has already been set up and the correct frame buffer has been |
21 |
* selected for drawing. The quality level is on a linear scale, where 100% |
22 |
* is full (final) quality. It is not necessary to redraw geometry that has |
23 |
* been output since the last call to smClean(). (The last view drawn will |
24 |
* be vp==&odev.v each time.) |
25 |
*/ |
26 |
#include "standard.h" |
27 |
|
28 |
#include <GL/gl.h> |
29 |
|
30 |
#include "sm_flag.h" |
31 |
#include "sm_list.h" |
32 |
#include "sm_geom.h" |
33 |
#include "sm.h" |
34 |
|
35 |
int smClean_notify = TRUE; /*If TRUE:Do full redraw on next update*/ |
36 |
static int smCompute_mapping = TRUE; /*If TRUE:re-tonemap on next update */ |
37 |
static int smIncremental = FALSE; /*If TRUE: there has been incremental |
38 |
rendering since last full draw */ |
39 |
#define NEW_TRI_CNT 1000 /* Default number of tris to allocate |
40 |
space to sort for incremental update*/ |
41 |
#define SM_RENDER_FG 0 /* Render foreground tris only*/ |
42 |
#define SM_RENDER_BG 1 /* Render background tris only */ |
43 |
#define SM_RENDER_CULL 8 /* Perform view frustum culling */ |
44 |
#define BASE 1 /* Indicates base triangle */ |
45 |
#define DIR 2 /* Indicates triangle w/directional pts*/ |
46 |
/* FOR DISPLAY LIST RENDERING: **********************************************/ |
47 |
#define SM_DL_LEVELS 2 /* # of levels down to create display lists */ |
48 |
#define SM_DL_LISTS 42 /* # of qtree nodes in tree at above level: |
49 |
should be 2*(4^(SM_DL_LEVELS+1)-1)/(4-1) */ |
50 |
static GLuint Display_lists[SM_DL_LISTS][2] = {0}; |
51 |
/****************************************************************************/ |
52 |
|
53 |
/* FOR APPROXIMATION RENDERING **********************************************/ |
54 |
typedef struct { |
55 |
float dist; /* average distance */ |
56 |
BYTE rgb[3]; /* average color */ |
57 |
} QTRAVG; /* average quadtree value */ |
58 |
|
59 |
typedef struct { |
60 |
QUADTREE qt; /* quadtree node (key & hash value) */ |
61 |
QTRAVG av; /* node average */ |
62 |
} QT_LUENT; /* lookup table entry */ |
63 |
|
64 |
static QT_LUENT *qt_htbl = NULL; /* quadtree cache */ |
65 |
static int qt_hsiz = 0; /* quadtree cache size */ |
66 |
/****************************************************************************/ |
67 |
|
68 |
/* For DEPTH SORTING ********************************************************/ |
69 |
typedef struct _T_DEPTH { |
70 |
int tri; |
71 |
double depth; |
72 |
}T_DEPTH; |
73 |
/**********************************************************************/ |
74 |
|
75 |
/* |
76 |
* smClean(tmflag) : display has been wiped clean |
77 |
* int tmflag; |
78 |
* Called after display has been effectively cleared, meaning that all |
79 |
* geometry must be resent down the pipeline in the next call to smUpdate(). |
80 |
* If tmflag is set, tone-mapping should be performed |
81 |
*/ |
82 |
smClean(tmflag) |
83 |
int tmflag; |
84 |
{ |
85 |
smClean_notify = TRUE; |
86 |
smCompute_mapping = tmflag; |
87 |
} |
88 |
|
89 |
int |
90 |
qtCache_init(nel) /* initialize for at least nel elements */ |
91 |
int nel; |
92 |
{ |
93 |
static int hsiztab[] = { |
94 |
8191, 16381, 32749, 65521, 131071, 262139, 524287, 1048573, 0 |
95 |
}; |
96 |
register int i; |
97 |
|
98 |
if (nel <= 0) { /* call to free table */ |
99 |
if (qt_hsiz) { |
100 |
free((void *)qt_htbl); |
101 |
qt_htbl = NULL; |
102 |
qt_hsiz = 0; |
103 |
} |
104 |
return(0); |
105 |
} |
106 |
nel += nel>>1; /* 66% occupancy */ |
107 |
for (i = 0; hsiztab[i]; i++) |
108 |
if (hsiztab[i] > nel) |
109 |
break; |
110 |
if (!(qt_hsiz = hsiztab[i])) |
111 |
qt_hsiz = nel*2 + 1; /* not always prime */ |
112 |
qt_htbl = (QT_LUENT *)calloc(qt_hsiz, sizeof(QT_LUENT)); |
113 |
if (qt_htbl == NULL) |
114 |
qt_hsiz = 0; |
115 |
for (i = qt_hsiz; i--; ) |
116 |
qt_htbl[i].qt = EMPTY; |
117 |
return(qt_hsiz); |
118 |
} |
119 |
|
120 |
QT_LUENT * |
121 |
qtCache_find(qt) /* find a quadtree table entry */ |
122 |
QUADTREE qt; |
123 |
{ |
124 |
int i, n; |
125 |
register int ndx; |
126 |
register QT_LUENT *le; |
127 |
|
128 |
if (qt_hsiz == 0 && !qtCache_init(1)) |
129 |
return(NULL); |
130 |
tryagain: /* hash table lookup */ |
131 |
ndx = (unsigned long)qt % qt_hsiz; |
132 |
for (i = 0, n = 1; i < qt_hsiz; i++, n += 2) { |
133 |
le = &qt_htbl[ndx]; |
134 |
if (QT_IS_EMPTY(le->qt) || le->qt == qt) |
135 |
return(le); |
136 |
if ((ndx += n) >= qt_hsiz) /* this happens rarely */ |
137 |
ndx = ndx % qt_hsiz; |
138 |
} |
139 |
/* table is full, reallocate */ |
140 |
le = qt_htbl; |
141 |
ndx = qt_hsiz; |
142 |
if (!qtCache_init(ndx+1)) { /* no more memory! */ |
143 |
qt_htbl = le; |
144 |
qt_hsiz = ndx; |
145 |
return(NULL); |
146 |
} |
147 |
/* copy old table to new and free */ |
148 |
while (ndx--) |
149 |
if (!QT_IS_EMPTY(le[ndx].qt)) |
150 |
*qtCache_find(le[ndx].qt) = le[ndx]; |
151 |
free((void *)le); |
152 |
goto tryagain; /* should happen only once! */ |
153 |
} |
154 |
|
155 |
stCount_level_leaves(lcnt, qt) /* count quadtree leaf nodes at each level */ |
156 |
int lcnt[]; |
157 |
register QUADTREE qt; |
158 |
{ |
159 |
if (QT_IS_EMPTY(qt)) |
160 |
return; |
161 |
if (QT_IS_TREE(qt)) { |
162 |
if (!QT_IS_FLAG(qt)) /* not in our frustum */ |
163 |
return; |
164 |
stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0)); |
165 |
stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1)); |
166 |
stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2)); |
167 |
stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3)); |
168 |
} |
169 |
else |
170 |
if(QT_LEAF_IS_FLAG(qt)) |
171 |
lcnt[0]++; |
172 |
} |
173 |
|
174 |
QTRAVG * |
175 |
qtRender_level(qt,v0,v1,v2,sm,lvl) |
176 |
QUADTREE qt; |
177 |
FVECT v0,v1,v2; |
178 |
SM *sm; |
179 |
int lvl; |
180 |
{ |
181 |
FVECT a,b,c; |
182 |
register QT_LUENT *le; |
183 |
QTRAVG *rc[4]; |
184 |
TRI *tri; |
185 |
|
186 |
if (QT_IS_EMPTY(qt)) /* empty leaf node */ |
187 |
return(NULL); |
188 |
if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt)) /* not in our frustum */ |
189 |
return(NULL); |
190 |
if(QT_IS_LEAF(qt) && !QT_LEAF_IS_FLAG(qt)) /* not in our frustum */ |
191 |
return(NULL); |
192 |
/* else look up node */ |
193 |
if ((le = qtCache_find(qt)) == NULL) |
194 |
error(SYSTEM, "out of memory in qtRender_level"); |
195 |
if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0)) |
196 |
{ /* compute children */ |
197 |
qtSubdivide_tri(v0,v1,v2,a,b,c); |
198 |
rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,c,b,sm,lvl-1); |
199 |
rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),c,v1,a,sm,lvl-1); |
200 |
rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),b,a,v2,sm,lvl-1); |
201 |
rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),a,b,c,sm,lvl-1); |
202 |
} |
203 |
if (QT_IS_EMPTY(le->qt)) |
204 |
{ /* let's make some data! */ |
205 |
int rgbs[3]; |
206 |
double distsum; |
207 |
register int i, n; |
208 |
/* average our triangle vertices */ |
209 |
rgbs[0] = rgbs[1] = rgbs[2] = 0; |
210 |
distsum = 0.; n = 0; |
211 |
if(QT_IS_TREE(qt)) |
212 |
{ /* from subtree */ |
213 |
for (i = 4; i--; ) |
214 |
if (rc[i] != NULL) |
215 |
{ |
216 |
rgbs[0] += rc[i]->rgb[0]; rgbs[1] += rc[i]->rgb[1]; |
217 |
rgbs[2] += rc[i]->rgb[2]; distsum += rc[i]->dist; n++; |
218 |
} |
219 |
} |
220 |
else |
221 |
{ /* from triangle set */ |
222 |
S_ID *os; |
223 |
S_ID s0, s1, s2,s_id; |
224 |
int t_id; |
225 |
TRI *tri,*t; |
226 |
|
227 |
os = qtqueryset(qt); |
228 |
for (i = os[0]; i; i--) |
229 |
{ |
230 |
s_id = os[i]; |
231 |
t_id = SM_NTH_VERT(smMesh,s_id); |
232 |
tri = t = SM_NTH_TRI(smMesh,t_id); |
233 |
do |
234 |
{ |
235 |
if(!SM_IS_NTH_T_BASE(sm,t_id)) |
236 |
{ |
237 |
n++; |
238 |
s0 = T_NTH_V(t,0); |
239 |
s1 = T_NTH_V(t,1); |
240 |
s2 = T_NTH_V(t,2); |
241 |
VCOPY(a,SM_NTH_WV(sm,s0)); |
242 |
VCOPY(b,SM_NTH_WV(sm,s1)); |
243 |
VCOPY(c,SM_NTH_WV(sm,s2)); |
244 |
distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax |
245 |
: sqrt(dist2(a,SM_VIEW_CENTER(sm))); |
246 |
distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax |
247 |
: sqrt(dist2(b,SM_VIEW_CENTER(sm))); |
248 |
distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax |
249 |
: sqrt(dist2(c,SM_VIEW_CENTER(sm))); |
250 |
rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0] |
251 |
+ SM_NTH_RGB(sm,s2)[0]; |
252 |
rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1] |
253 |
+ SM_NTH_RGB(sm,s2)[1]; |
254 |
rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2] |
255 |
+ SM_NTH_RGB(sm,s2)[2]; |
256 |
} |
257 |
|
258 |
t_id = smTri_next_ccw_nbr(smMesh,t,s_id); |
259 |
t = SM_NTH_TRI(smMesh,t_id); |
260 |
|
261 |
}while(t != tri); |
262 |
} |
263 |
n *= 3; |
264 |
} |
265 |
if (!n) |
266 |
return(NULL); |
267 |
le->qt = qt; |
268 |
le->av.rgb[0] = rgbs[0]/n; le->av.rgb[1] = rgbs[1]/n; |
269 |
le->av.rgb[2] = rgbs[2]/n; le->av.dist = distsum/(double)n; |
270 |
} |
271 |
if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt))) |
272 |
{ /* render this node */ |
273 |
/* compute pseudo vertices */ |
274 |
VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2); |
275 |
normalize(a); normalize(b); normalize(c); |
276 |
VSUM(a,SM_VIEW_CENTER(sm),a,le->av.dist); |
277 |
VSUM(b,SM_VIEW_CENTER(sm),b,le->av.dist); |
278 |
VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist); |
279 |
/* draw triangle */ |
280 |
glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]); |
281 |
glVertex3d(a[0],a[1],a[2]); |
282 |
glVertex3d(b[0],b[1],b[2]); |
283 |
glVertex3d(c[0],c[1],c[2]); |
284 |
|
285 |
} |
286 |
return(&le->av); |
287 |
} |
288 |
|
289 |
|
290 |
smRender_approx_stree_level(sm,lvl) |
291 |
SM *sm; |
292 |
int lvl; |
293 |
{ |
294 |
QUADTREE qt; |
295 |
int i; |
296 |
FVECT t0,t1,t2; |
297 |
STREE *st; |
298 |
|
299 |
if (lvl < 0) |
300 |
return; |
301 |
st = SM_LOCATOR(sm); |
302 |
glPushAttrib(GL_LIGHTING_BIT); |
303 |
glShadeModel(GL_FLAT); |
304 |
glBegin(GL_TRIANGLES); |
305 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
306 |
{ |
307 |
qt = ST_ROOT_QT(st,i); |
308 |
qtRender_level(qt,ST_NTH_V(st,i,0),ST_NTH_V(st,i,1),ST_NTH_V(st,i,2), |
309 |
sm,lvl); |
310 |
} |
311 |
glEnd(); |
312 |
glPopAttrib(); |
313 |
} |
314 |
|
315 |
/* |
316 |
* smRender_approx(sm,qual,view) |
317 |
* SM *sm; : mesh |
318 |
* int qual; : quality level |
319 |
* VIEW *view; : current view |
320 |
* |
321 |
* Renders an approximation to the current mesh based on the quadtree |
322 |
* subdivision. The quadtree is traversed to a level (based upon the quality: |
323 |
* the lower the quality, the fewer levels visited, and the coarser, and |
324 |
* faster, the approximation). The quadtree triangles are drawn relative to |
325 |
* the current viewpoint, with a depth and color averaged from all of the |
326 |
* triangles that lie beneath the node. |
327 |
*/ |
328 |
smRender_approx(sm, qual,view) |
329 |
SM *sm; |
330 |
int qual; |
331 |
VIEW *view; |
332 |
{ |
333 |
int i, n,ntarget; |
334 |
int lvlcnt[QT_MAX_LEVELS]; |
335 |
STREE *st; |
336 |
int32 *active_flag; |
337 |
|
338 |
if (qual <= 0) |
339 |
return; |
340 |
smCull(sm,view,SM_ALL_LEVELS); |
341 |
/* compute rendering target */ |
342 |
ntarget = 0; |
343 |
|
344 |
active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); |
345 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
346 |
if(active_flag[n]) |
347 |
for(i=0; i < 32; i++) |
348 |
if(active_flag[n] & (1L << i)) |
349 |
ntarget++; |
350 |
|
351 |
ntarget = ntarget*qual/MAXQUALITY; |
352 |
if (!ntarget) |
353 |
return; |
354 |
for (i = QT_MAX_LEVELS; i--; ) |
355 |
lvlcnt[i] = 0; |
356 |
|
357 |
st = SM_LOCATOR(sm); |
358 |
for(i=0; i < ST_NUM_ROOT_NODES;i++) |
359 |
stCount_level_leaves(lvlcnt, ST_ROOT_QT(st,i)); |
360 |
|
361 |
for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i]) |
362 |
if (ntarget < lvlcnt[i+1]) |
363 |
break; |
364 |
/* compute and render target level */ |
365 |
smRender_approx_stree_level(sm,i); |
366 |
} |
367 |
|
368 |
|
369 |
#define GLVERTEX3V(v) glVertex3fv(v) |
370 |
|
371 |
|
372 |
#define render_tri(v0,v1,v2,rgb0,rgb1,rgb2) \ |
373 |
{glColor3ub(rgb0[0],rgb0[1],rgb0[2]); GLVERTEX3V(v0); \ |
374 |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); GLVERTEX3V(v1); \ |
375 |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); GLVERTEX3V(v2);} |
376 |
|
377 |
/* |
378 |
* render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,b0,b1,b2) |
379 |
* SFLOAT v0[3],v1[3],v2[3]; : triangle vertex coordinates |
380 |
* BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs |
381 |
* int b0,b1,b2; : background or base vertex flag |
382 |
* |
383 |
* For triangles with one or more base or directional vertices. |
384 |
* render base vertex color as average of the background and foreground |
385 |
* vertex RGBs. The coordinates for a fg vertex are calculated by |
386 |
* subtracting off the current view,normalizing, then scaling to fit |
387 |
* into the current frustum. |
388 |
*/ |
389 |
render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,bg0,bg1,bg2) |
390 |
SFLOAT v0[3],v1[3],v2[3]; |
391 |
BYTE rgb0[3],rgb1[3],rgb2[3]; |
392 |
FVECT vp,vc; |
393 |
int bg0,bg1,bg2; |
394 |
{ |
395 |
double d,p[3]; |
396 |
int j,cnt,rgb[3]; |
397 |
|
398 |
/* Average color from bg vertices */ |
399 |
cnt = 0; |
400 |
if(bg0 == BASE || bg1==BASE || bg2 == BASE) |
401 |
{ |
402 |
rgb[0] = rgb[1] = rgb[2] = 0; |
403 |
if(bg0 != BASE) |
404 |
{ |
405 |
IADDV3(rgb,rgb0); |
406 |
cnt++; |
407 |
} |
408 |
if(bg1 != BASE) |
409 |
{ |
410 |
IADDV3(rgb,rgb1); |
411 |
cnt++; |
412 |
} |
413 |
if(bg2 != BASE) |
414 |
{ |
415 |
IADDV3(rgb,rgb2); |
416 |
cnt++; |
417 |
} |
418 |
IDIVV3(rgb,cnt); |
419 |
} |
420 |
if(bg0 == BASE) |
421 |
glColor3i(rgb[0],rgb[1],rgb[2]); |
422 |
else |
423 |
glColor3ub(rgb0[0],rgb0[1],rgb0[2]); |
424 |
|
425 |
if(!bg0) |
426 |
{ |
427 |
VSUB(p,v0,vp); |
428 |
normalize(p); |
429 |
IADDV3(p,vc); |
430 |
glVertex3dv(p); |
431 |
} |
432 |
else |
433 |
GLVERTEX3V(v0); |
434 |
|
435 |
if(bg1 == BASE) |
436 |
glColor3i(rgb[0],rgb[1],rgb[2]); |
437 |
else |
438 |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); |
439 |
|
440 |
if(!bg1) |
441 |
{ |
442 |
VSUB(p,v1,vp); |
443 |
normalize(p); |
444 |
IADDV3(p,vc); |
445 |
glVertex3dv(p); |
446 |
} |
447 |
else |
448 |
GLVERTEX3V(v1); |
449 |
|
450 |
if(bg2 == BASE) |
451 |
glColor3i(rgb[0],rgb[1],rgb[2]); |
452 |
else |
453 |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); |
454 |
|
455 |
if(!bg2) |
456 |
{ |
457 |
VSUB(p,v2,vp); |
458 |
normalize(p); |
459 |
IADDV3(p,vc); |
460 |
glVertex3dv(p); |
461 |
} |
462 |
else |
463 |
GLVERTEX3V(v2); |
464 |
} |
465 |
|
466 |
/* |
467 |
* smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
468 |
* SM *sm; : mesh |
469 |
* FVECT vp; : current viewpoint |
470 |
* int32 *t_flag,*bg_flag; : triangle flags: t_flag is generic, |
471 |
* and bg_flag indicates if background tri; |
472 |
* SFLOAT (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors |
473 |
* |
474 |
* Sequentially traverses triangle list and renders all valid tris who |
475 |
* have t_flag set, and bg_flag set. |
476 |
*/ |
477 |
|
478 |
smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
479 |
SM *sm; |
480 |
FVECT vp; |
481 |
int32 *t_flag,*bg_flag; |
482 |
SFLOAT (*wp)[3]; |
483 |
BYTE (*rgb)[3]; |
484 |
{ |
485 |
double d; |
486 |
int v0_id,v1_id,v2_id; |
487 |
int i,n,bg0,bg1,bg2; |
488 |
TRI *tri; |
489 |
|
490 |
glMatrixMode(GL_MODELVIEW); |
491 |
|
492 |
glPushMatrix(); |
493 |
glTranslated(vp[0],vp[1],vp[2]); |
494 |
/* The points are a distance of 1 away from the origin: if necessary scale |
495 |
so that they fit in frustum and are therefore not clipped away |
496 |
*/ |
497 |
if(dev_zmin >= 0.99) |
498 |
{ |
499 |
d = (dev_zmin+dev_zmax)/2.0; |
500 |
glScaled(d,d,d); |
501 |
} |
502 |
/* move relative to the new view */ |
503 |
/* move points to unit sphere at origin */ |
504 |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
505 |
-SM_VIEW_CENTER(sm)[2]); |
506 |
glBegin(GL_TRIANGLES); |
507 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
508 |
if(t_flag[n] & bg_flag[n]) |
509 |
for(i=0; i < 32; i++) |
510 |
if(t_flag[n] & bg_flag[n] & (1L << i)) |
511 |
{ |
512 |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
513 |
v0_id = T_NTH_V(tri,0); |
514 |
v1_id = T_NTH_V(tri,1); |
515 |
v2_id = T_NTH_V(tri,2); |
516 |
bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; |
517 |
bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; |
518 |
bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; |
519 |
if(bg0==DIR && bg1==DIR && bg2==DIR) |
520 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
521 |
rgb[v2_id]) |
522 |
else |
523 |
render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
524 |
rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
525 |
} |
526 |
glEnd(); |
527 |
|
528 |
glPopMatrix(); |
529 |
|
530 |
} |
531 |
/* |
532 |
* smRender_new_bg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb) |
533 |
* SM *sm; : mesh |
534 |
* FVECT vp; : current viewpoint |
535 |
* int32 *new_flag,*active,*bg_flag; : triangle flags: idicates if tri is, |
536 |
* new,active,bg_flag |
537 |
* SFLOAT (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors |
538 |
* |
539 |
* Sequentially traverses triangle list and renders all valid tris who |
540 |
* have new_flag set and active_flag and bg_flag set. |
541 |
*/ |
542 |
smRender_new_bg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb) |
543 |
SM *sm; |
544 |
FVECT vp; |
545 |
int32 *new_flag,*active_flag,*bg_flag; |
546 |
SFLOAT (*wp)[3]; |
547 |
BYTE (*rgb)[3]; |
548 |
{ |
549 |
double d; |
550 |
int v0_id,v1_id,v2_id; |
551 |
int i,n,bg0,bg1,bg2; |
552 |
TRI *tri; |
553 |
|
554 |
glMatrixMode(GL_MODELVIEW); |
555 |
|
556 |
glPushMatrix(); |
557 |
glTranslated(vp[0],vp[1],vp[2]); |
558 |
/* The points are a distance of 1 away from the origin: if necessary scale |
559 |
so that they fit in frustum and are therefore not clipped away |
560 |
*/ |
561 |
if(dev_zmin >= 0.99) |
562 |
{ |
563 |
d = (dev_zmin+dev_zmax)/2.0; |
564 |
glScaled(d,d,d); |
565 |
} |
566 |
/* move relative to the new view */ |
567 |
/* move points to unit sphere at origin */ |
568 |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
569 |
-SM_VIEW_CENTER(sm)[2]); |
570 |
glBegin(GL_TRIANGLES); |
571 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
572 |
if(new_flag[n] & active_flag[n] & bg_flag[n]) |
573 |
for(i=0; i < 32; i++) |
574 |
if(new_flag[n] & active_flag[n] & bg_flag[n] & (1L << i)) |
575 |
{ |
576 |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
577 |
v0_id = T_NTH_V(tri,0); |
578 |
v1_id = T_NTH_V(tri,1); |
579 |
v2_id = T_NTH_V(tri,2); |
580 |
bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; |
581 |
bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; |
582 |
bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; |
583 |
if(bg0==DIR && bg1==DIR && bg2==DIR) |
584 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
585 |
rgb[v2_id]) |
586 |
else |
587 |
render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
588 |
rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
589 |
} |
590 |
glEnd(); |
591 |
|
592 |
glPopMatrix(); |
593 |
|
594 |
} |
595 |
|
596 |
/* |
597 |
* render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2) |
598 |
* SFLOAT v0[3],v1[3],v2[3]; : triangle vertex coordinates |
599 |
* BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs |
600 |
* FVECT vp; : current viewpoint |
601 |
* int b0,b1,b2; : vertex base flag |
602 |
* |
603 |
* render base vertex color as average of the non-base vertex RGBs. The |
604 |
* base vertex coordinate is taken as the stored vector, scaled out by |
605 |
* the average distance to the non-base vertices |
606 |
*/ |
607 |
render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2) |
608 |
SFLOAT v0[3],v1[3],v2[3]; |
609 |
BYTE rgb0[3],rgb1[3],rgb2[3]; |
610 |
FVECT vp; |
611 |
int b0,b1,b2; |
612 |
{ |
613 |
int cnt; |
614 |
int rgb[3]; |
615 |
double d; |
616 |
double p[3]; |
617 |
|
618 |
cnt = 0; |
619 |
rgb[0] = rgb[1] = rgb[2] = 0; |
620 |
d = 0.0; |
621 |
/* If all vertices are base: don't render */ |
622 |
if(b0&&b1&&b2) |
623 |
return; |
624 |
/* First calculate color and coordinates |
625 |
for base vertices based on world space vertices*/ |
626 |
if(!b0) |
627 |
{ |
628 |
IADDV3(rgb,rgb0); |
629 |
d += DIST(v0,vp); |
630 |
cnt++; |
631 |
} |
632 |
if(!b1) |
633 |
{ |
634 |
IADDV3(rgb,rgb1); |
635 |
d += DIST(v1,vp); |
636 |
cnt++; |
637 |
} |
638 |
if(!b2) |
639 |
{ |
640 |
IADDV3(rgb,rgb2); |
641 |
d += DIST(v2,vp); |
642 |
cnt++; |
643 |
} |
644 |
IDIVV3(rgb,cnt); |
645 |
d /= (double)cnt; |
646 |
|
647 |
/* Now render triangle */ |
648 |
if(b0) |
649 |
{ |
650 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
651 |
SUBV3(p,v0,vp); |
652 |
ISCALEV3(p,d); |
653 |
IADDV3(p,vp); |
654 |
glVertex3dv(p); |
655 |
} |
656 |
else |
657 |
{ |
658 |
glColor3ub(rgb0[0],rgb0[1],rgb0[2]); |
659 |
GLVERTEX3V(v0); |
660 |
} |
661 |
if(b1) |
662 |
{ |
663 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
664 |
SUBV3(p,v1,vp); |
665 |
ISCALEV3(p,d); |
666 |
IADDV3(p,vp); |
667 |
glVertex3dv(p); |
668 |
} |
669 |
else |
670 |
{ |
671 |
glColor3ub(rgb1[0],rgb1[1],rgb1[2]); |
672 |
GLVERTEX3V(v1); |
673 |
} |
674 |
if(b2) |
675 |
{ |
676 |
glColor3ub(rgb[0],rgb[1],rgb[2]); |
677 |
SUBV3(p,v2,vp); |
678 |
ISCALEV3(p,d); |
679 |
IADDV3(p,vp); |
680 |
glVertex3dv(p); |
681 |
} |
682 |
else |
683 |
{ |
684 |
glColor3ub(rgb2[0],rgb2[1],rgb2[2]); |
685 |
GLVERTEX3V(v2); |
686 |
} |
687 |
} |
688 |
/* |
689 |
* smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
690 |
* SM *sm; : mesh |
691 |
* FVECT vp; : current viewpoint |
692 |
* int32 *t_flag,*bg_flag; : triangle flags: t_flag is generic,bg_flag |
693 |
* indicates if background tri; |
694 |
* SFLOAT (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors |
695 |
* |
696 |
* Sequentially gos through triangle list and renders all valid tris who |
697 |
* have t_flag set, and NOT bg_flag set. |
698 |
*/ |
699 |
smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb) |
700 |
SM *sm; |
701 |
FVECT vp; |
702 |
int32 *t_flag,*bg_flag; |
703 |
SFLOAT (*wp)[3]; |
704 |
BYTE (*rgb)[3]; |
705 |
{ |
706 |
TRI *tri; |
707 |
int i,n,b0,b1,b2; |
708 |
S_ID v0_id,v1_id,v2_id; |
709 |
|
710 |
glBegin(GL_TRIANGLES); |
711 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
712 |
if(t_flag[n]) |
713 |
for(i=0; i < 32; i++) |
714 |
if(t_flag[n] & (1L << i) & ~bg_flag[n]) |
715 |
{ |
716 |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
717 |
v0_id = T_NTH_V(tri,0); |
718 |
v1_id = T_NTH_V(tri,1); |
719 |
v2_id = T_NTH_V(tri,2); |
720 |
b0 = SM_BASE_ID(sm,v0_id); |
721 |
b1 = SM_BASE_ID(sm,v1_id); |
722 |
b2 = SM_BASE_ID(sm,v2_id); |
723 |
if(b0 || b1 || b2) |
724 |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
725 |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); |
726 |
else |
727 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
728 |
rgb[v2_id]) |
729 |
|
730 |
} |
731 |
glEnd(); |
732 |
|
733 |
} |
734 |
|
735 |
/* |
736 |
* smRender_new_fg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb) |
737 |
* SM *sm; : mesh |
738 |
* FVECT vp; : current viewpoint |
739 |
* int32 *new_flag,*active_flag,*bg_flag; : triangle flags: indicate if |
740 |
* tri is new,active,background |
741 |
* SFLOAT (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors |
742 |
* |
743 |
* Sequentially gos through triangle list and renders all valid tris who |
744 |
* have new_flag and active_flag set, and NOT bg_flag set. |
745 |
*/ |
746 |
smRender_new_fg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb) |
747 |
SM *sm; |
748 |
FVECT vp; |
749 |
int32 *new_flag,*active_flag,*bg_flag; |
750 |
SFLOAT (*wp)[3]; |
751 |
BYTE (*rgb)[3]; |
752 |
{ |
753 |
TRI *tri; |
754 |
int i,n,b0,b1,b2; |
755 |
S_ID v0_id,v1_id,v2_id; |
756 |
|
757 |
glBegin(GL_TRIANGLES); |
758 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
759 |
if(new_flag[n] & active_flag[n]) |
760 |
for(i=0; i < 32; i++) |
761 |
if(new_flag[n] & active_flag[n] & (1L << i) & ~bg_flag[n]) |
762 |
{ |
763 |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
764 |
v0_id = T_NTH_V(tri,0); |
765 |
v1_id = T_NTH_V(tri,1); |
766 |
v2_id = T_NTH_V(tri,2); |
767 |
b0 = SM_BASE_ID(sm,v0_id); |
768 |
b1 = SM_BASE_ID(sm,v1_id); |
769 |
b2 = SM_BASE_ID(sm,v2_id); |
770 |
if(b0 || b1 || b2) |
771 |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
772 |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); |
773 |
else |
774 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
775 |
rgb[v2_id]) |
776 |
} |
777 |
glEnd(); |
778 |
|
779 |
} |
780 |
|
781 |
/* Test for qsort to depth sort triangles */ |
782 |
int |
783 |
compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) |
784 |
{ |
785 |
double d; |
786 |
|
787 |
d = td2->depth-td1->depth; |
788 |
if(d > 0.0) |
789 |
return(1); |
790 |
if(d < 0.0) |
791 |
return(-1); |
792 |
return(0); |
793 |
} |
794 |
|
795 |
|
796 |
/* |
797 |
* smOrder_new_tris(sm,vp,td) |
798 |
* SM *sm; : mesh |
799 |
* FVECT vp; : current viewpoint |
800 |
* T_DEPTH *td; : holds returned list of depth sorted tris |
801 |
* |
802 |
* Creates list of all new tris, with their distance from the current |
803 |
* viewpoint, and sorts the list based on this distance |
804 |
*/ |
805 |
T_DEPTH |
806 |
*smOrder_new_tris(sm,vp) |
807 |
SM *sm; |
808 |
FVECT vp; |
809 |
{ |
810 |
T_DEPTH *td; |
811 |
int n,i,j,tcnt,v,size; |
812 |
TRI *tri; |
813 |
double d,min_d; |
814 |
FVECT diff; |
815 |
int32 *new_flag,*bg_flag,*active_flag; |
816 |
|
817 |
td = (T_DEPTH *)tempbuf(NEW_TRI_CNT*sizeof(T_DEPTH),FALSE); |
818 |
size = NEW_TRI_CNT; |
819 |
|
820 |
tcnt=0; |
821 |
new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); |
822 |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
823 |
active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); |
824 |
for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;) |
825 |
if(active_flag[n] & new_flag[n] & ~bg_flag[n]) |
826 |
for(i=0; i < 32; i++) |
827 |
if(active_flag[n] & new_flag[n] & (1L << i) & ~bg_flag[n]) |
828 |
{ |
829 |
tri = SM_NTH_TRI(sm,(n<<5)+i); |
830 |
if(tcnt+1 >= size) |
831 |
{ |
832 |
size += 100; |
833 |
td = (T_DEPTH *)tempbuf(size*sizeof(T_DEPTH),TRUE); |
834 |
} |
835 |
td[tcnt].tri = (n << 5)+i; |
836 |
min_d = -1; |
837 |
for(j=0;j < 3;j++) |
838 |
{ |
839 |
v = T_NTH_V(tri,j); |
840 |
VSUB(diff,SM_NTH_WV(sm,v),vp); |
841 |
d = DOT(diff,diff); |
842 |
if(min_d == -1 || d < min_d) |
843 |
min_d = d; |
844 |
} |
845 |
td[tcnt++].depth = min_d; |
846 |
} |
847 |
td[tcnt].tri = -1; |
848 |
if(tcnt) |
849 |
qsort((void *)td,tcnt,sizeof(T_DEPTH),compare_tri_depths); |
850 |
return(td); |
851 |
} |
852 |
|
853 |
/* |
854 |
* smUpdate_tm(sm) : Update the tone-mapping |
855 |
* SM *sm; : mesh |
856 |
* |
857 |
*/ |
858 |
smUpdate_tm(sm) |
859 |
SM *sm; |
860 |
{ |
861 |
int t = SM_TONE_MAP(sm); |
862 |
|
863 |
if(t==0 || smCompute_mapping) |
864 |
{ |
865 |
tmClearHisto(); |
866 |
tmAddHisto(SM_BRT(sm),SM_NUM_SAMP(sm),1); |
867 |
if(tmComputeMapping(0.,0.,0.) != TM_E_OK) |
868 |
return; |
869 |
t = 0; |
870 |
smCompute_mapping = FALSE; |
871 |
} |
872 |
tmMapPixels(SM_NTH_RGB(sm,t),&SM_NTH_BRT(sm,t),SM_NTH_CHR(sm,t), |
873 |
SM_NUM_SAMP(sm)-t); |
874 |
SM_TONE_MAP(sm) = SM_NUM_SAMP(sm); |
875 |
} |
876 |
|
877 |
/* |
878 |
* smRender_inc(sm,vp) : Incremental update of mesh |
879 |
* SM * sm; : mesh |
880 |
* FVECT vp; : current view point |
881 |
* |
882 |
* If a relatively small number of new triangles have been created, |
883 |
* do an incremental update. Render new triangles with depth buffering |
884 |
* turned off, if the current viewpoint is not the same as canonical view- |
885 |
* point, must use painter's approach to resolve visibility:first depth sort |
886 |
* triangles, then render back-to-front. |
887 |
*/ |
888 |
smRender_inc(sm,vp) |
889 |
SM *sm; |
890 |
FVECT vp; |
891 |
{ |
892 |
S_ID v0_id,v1_id,v2_id; |
893 |
int i,n,b0,b1,b2; |
894 |
TRI *tri; |
895 |
SFLOAT (*wp)[3]; |
896 |
BYTE (*rgb)[3]; |
897 |
int32 *new_flag,*bg_flag,*active_flag; |
898 |
T_DEPTH *td = NULL; |
899 |
|
900 |
|
901 |
/* For all of the NEW and ACTIVE triangles (since last update): |
902 |
Go through and sort on depth value (from vp). Turn |
903 |
Depth Buffer test off and render back-front |
904 |
*/ |
905 |
|
906 |
/* Must depth sort if current view point is not same as canonical */ |
907 |
if(!EQUAL_VEC3(SM_VIEW_CENTER(sm),vp)) |
908 |
td = smOrder_new_tris(sm,vp); |
909 |
wp = SM_WP(sm); |
910 |
rgb =SM_RGB(sm); |
911 |
new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG); |
912 |
active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); |
913 |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
914 |
/* Turn Depth Test off -- using Painter's algorithm */ |
915 |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
916 |
glDepthFunc(GL_ALWAYS); |
917 |
|
918 |
smRender_new_bg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb); |
919 |
if(!td) |
920 |
smRender_new_fg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb); |
921 |
else |
922 |
{ |
923 |
glBegin(GL_TRIANGLES); |
924 |
for(i=0; td[i].tri != -1;i++) |
925 |
{ |
926 |
tri = SM_NTH_TRI(sm,td[i].tri); |
927 |
/* Dont need to check for valid tri because flags are |
928 |
cleared on delete |
929 |
*/ |
930 |
v0_id = T_NTH_V(tri,0); |
931 |
v1_id = T_NTH_V(tri,1); |
932 |
v2_id = T_NTH_V(tri,2); |
933 |
b0 = SM_BASE_ID(sm,v0_id); |
934 |
b1 = SM_BASE_ID(sm,v1_id); |
935 |
b2 = SM_BASE_ID(sm,v2_id); |
936 |
if(b0 || b1 || b2) |
937 |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
938 |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2); |
939 |
else |
940 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
941 |
rgb[v2_id]) |
942 |
} |
943 |
glEnd(); |
944 |
freebuf(td); |
945 |
} |
946 |
/* Restore Depth Test */ |
947 |
glPopAttrib(); |
948 |
} |
949 |
|
950 |
/* |
951 |
* smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,max_level,leaf_cnt,which) |
952 |
* SM *sm; : mesh |
953 |
* QUADTREE qt; : quadtree base node |
954 |
* FVECT vp; : current viewpoint |
955 |
* SFLOAT (*wp)[3]; : array of sample points |
956 |
* BYTE (*rgb)[3]; : array of RGB values for samples |
957 |
* int i,level_i,level,max_level,leaf_cnt; |
958 |
* : variables to keep track of where |
959 |
* we are in the quadtree traversal in order to map nodes to |
960 |
* corresponding array locations, where nodes are stored in breadth- |
961 |
* first order. i is the index of the current node,level_i is the |
962 |
* index of the first node on the current quadtree level, max_level is |
963 |
* the maximum number of levels to traverse, and leaf_cnt is the number |
964 |
* of leaves on the current level |
965 |
* int which; flag indicates whether to render fg or bg tris |
966 |
* |
967 |
* |
968 |
* Render the tris stored in qtree using display lists. For each node at |
969 |
* the leaf or max_level, call the display_list if it exists, else traverse |
970 |
* down the subtree and render the nodes into a new display list which is |
971 |
* stored for future use. |
972 |
*/ |
973 |
smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,level,max_level,leaf_cnt,which) |
974 |
SM *sm; |
975 |
QUADTREE qt; |
976 |
FVECT vp; |
977 |
SFLOAT (*wp)[3]; |
978 |
BYTE (*rgb)[3]; |
979 |
int i,level_i,level,max_level,leaf_cnt; |
980 |
int which; |
981 |
{ |
982 |
int j; |
983 |
|
984 |
if(QT_IS_EMPTY(qt)) |
985 |
return; |
986 |
|
987 |
if(QT_IS_LEAF(qt) || level == max_level) |
988 |
{ |
989 |
if(QT_IS_LEAF(qt)) |
990 |
{ |
991 |
if(!QT_LEAF_IS_FLAG(qt)) |
992 |
return; |
993 |
} |
994 |
else |
995 |
if(!QT_IS_FLAG(qt)) |
996 |
return; |
997 |
|
998 |
if(!Display_lists[i][which]) |
999 |
{ |
1000 |
Display_lists[i][which] = i+1 + which*SM_DL_LISTS; |
1001 |
glNewList(Display_lists[i][which],GL_COMPILE_AND_EXECUTE); |
1002 |
smClear_flags(sm,T_NEW_FLAG); |
1003 |
glBegin(GL_TRIANGLES); |
1004 |
smRender_qtree(sm,qt,vp,wp,rgb,which,FALSE); |
1005 |
glEnd(); |
1006 |
glEndList(); |
1007 |
} |
1008 |
else |
1009 |
{ |
1010 |
glCallList(Display_lists[i][which]); |
1011 |
} |
1012 |
} |
1013 |
else |
1014 |
if(QT_IS_FLAG(qt)) |
1015 |
{ |
1016 |
i = ((i - level_i)<< 2) + level_i + leaf_cnt; |
1017 |
level_i += leaf_cnt; |
1018 |
leaf_cnt <<= 2; |
1019 |
for(j=0; j < 4; j++) |
1020 |
smRender_qtree_dl(sm,QT_NTH_CHILD(qt,j),vp,wp,rgb, |
1021 |
i+j,level_i,level+1,max_level,leaf_cnt,which); |
1022 |
} |
1023 |
|
1024 |
} |
1025 |
|
1026 |
/* |
1027 |
* smRender_qtree(sm,qt,vp,wp,rgb,which,cull) : Render the tris stored in qtree |
1028 |
* SM *sm; : mesh |
1029 |
* QUADTREE qt; : quadtree base node |
1030 |
* FVECT vp; : current viewpoint |
1031 |
* SFLOAT (*wp)[3] : array of sample points |
1032 |
* BYTE (*rgb)[3] : array of RGB values for samples |
1033 |
* int which; : flag indicates whether to render fg or bg tris |
1034 |
* int cull; : if true, only traverse active (flagged) nodes |
1035 |
* |
1036 |
*/ |
1037 |
smRender_qtree(sm,qt,vp,wp,rgb,which,cull) |
1038 |
SM *sm; |
1039 |
QUADTREE qt; |
1040 |
FVECT vp; |
1041 |
SFLOAT (*wp)[3]; |
1042 |
BYTE (*rgb)[3]; |
1043 |
int which,cull; |
1044 |
{ |
1045 |
int i; |
1046 |
|
1047 |
if(QT_IS_EMPTY(qt)) |
1048 |
return; |
1049 |
|
1050 |
if(QT_IS_LEAF(qt)) |
1051 |
{ |
1052 |
TRI *t,*tri; |
1053 |
S_ID *optr,s_id,v0_id,v1_id,v2_id; |
1054 |
int bg0,bg1,bg2,t_id; |
1055 |
|
1056 |
if(cull && !QT_LEAF_IS_FLAG(qt)) |
1057 |
return; |
1058 |
|
1059 |
optr = qtqueryset(qt); |
1060 |
for (i = QT_SET_CNT(optr);i > 0; i--) |
1061 |
{ |
1062 |
s_id = QT_SET_NEXT_ELEM(optr); |
1063 |
t_id = SM_NTH_VERT(smMesh,s_id); |
1064 |
tri = t = SM_NTH_TRI(smMesh,t_id); |
1065 |
do |
1066 |
{ |
1067 |
if((!cull || SM_IS_NTH_T_ACTIVE(sm,t_id)) && !SM_IS_NTH_T_NEW(sm,t_id)) |
1068 |
{ |
1069 |
bg0 = SM_IS_NTH_T_BG(sm,t_id); |
1070 |
if((which == SM_RENDER_FG && !bg0) || (which== SM_RENDER_BG && bg0)) |
1071 |
{ |
1072 |
v0_id = T_NTH_V(t,0); |
1073 |
v1_id = T_NTH_V(t,1); |
1074 |
v2_id = T_NTH_V(t,2); |
1075 |
if(bg0) |
1076 |
{ |
1077 |
bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0; |
1078 |
bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0; |
1079 |
bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0; |
1080 |
SM_SET_NTH_T_NEW(sm,t_id); |
1081 |
if(bg0==DIR && bg1==DIR && bg2==DIR) |
1082 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
1083 |
rgb[v2_id]) |
1084 |
else |
1085 |
render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
1086 |
rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
1087 |
} |
1088 |
else |
1089 |
{ |
1090 |
SM_SET_NTH_T_NEW(sm,t_id); |
1091 |
bg0 = SM_BASE_ID(sm,v0_id); |
1092 |
bg1 = SM_BASE_ID(sm,v1_id); |
1093 |
bg2 = SM_BASE_ID(sm,v2_id); |
1094 |
if(bg0 || bg1 || bg2) |
1095 |
render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id], |
1096 |
rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),bg0,bg1,bg2); |
1097 |
else |
1098 |
render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id], |
1099 |
rgb[v2_id]) |
1100 |
} |
1101 |
} |
1102 |
} |
1103 |
t_id = smTri_next_ccw_nbr(smMesh,t,s_id); |
1104 |
t = SM_NTH_TRI(smMesh,t_id); |
1105 |
}while(t!=tri); |
1106 |
} |
1107 |
} |
1108 |
else |
1109 |
if(!cull || QT_IS_FLAG(qt)) |
1110 |
for(i=0; i < 4; i++) |
1111 |
smRender_qtree(sm,QT_NTH_CHILD(qt,i),vp,wp,rgb,which,cull); |
1112 |
} |
1113 |
|
1114 |
|
1115 |
/* |
1116 |
* smRender_mesh(sm,view,cull) : Render mesh Triangles |
1117 |
* SM *sm; : mesh |
1118 |
* VIEW *view; : current view |
1119 |
* int cull; : cull Flag |
1120 |
* |
1121 |
* If cull is TRUE, first mark tris in current |
1122 |
* frustum and only render them. Normally, cull will be FALSE only if |
1123 |
* it is known that all tris lie in frustum, e.g. after a rebuild |
1124 |
* |
1125 |
*/ |
1126 |
smRender_mesh(sm,view,cull) |
1127 |
SM *sm; |
1128 |
VIEW *view; |
1129 |
int cull; |
1130 |
{ |
1131 |
SFLOAT (*wp)[3]; |
1132 |
BYTE (*rgb)[3]; |
1133 |
int i; |
1134 |
STREE *st= SM_LOCATOR(sm); |
1135 |
|
1136 |
wp = SM_WP(sm); |
1137 |
rgb =SM_RGB(sm); |
1138 |
|
1139 |
smClear_flags(sm,T_NEW_FLAG); |
1140 |
|
1141 |
if(cull) |
1142 |
smCull(sm,view,SM_ALL_LEVELS); |
1143 |
|
1144 |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1145 |
glDisable(GL_DEPTH_TEST); |
1146 |
|
1147 |
glMatrixMode(GL_MODELVIEW); |
1148 |
glPushMatrix(); |
1149 |
/* move relative to the new view */ |
1150 |
glTranslated(view->vp[0],view->vp[1],view->vp[2]); |
1151 |
|
1152 |
/* The points are a distance of 1 away from the origin: if necessary |
1153 |
scale so that they fit in frustum and are therefore not clipped away |
1154 |
*/ |
1155 |
if(dev_zmin >= 0.99) |
1156 |
{ |
1157 |
double d; |
1158 |
|
1159 |
d = (dev_zmin+dev_zmax)/2.0; |
1160 |
glScaled(d,d,d); |
1161 |
} |
1162 |
/* move points to unit sphere at origin */ |
1163 |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
1164 |
-SM_VIEW_CENTER(sm)[2]); |
1165 |
|
1166 |
glBegin(GL_TRIANGLES); |
1167 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1168 |
smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_BG,cull); |
1169 |
glEnd(); |
1170 |
|
1171 |
glPopMatrix(); |
1172 |
|
1173 |
glEnable(GL_DEPTH_TEST); |
1174 |
|
1175 |
glBegin(GL_TRIANGLES); |
1176 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1177 |
smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_FG,cull); |
1178 |
glEnd(); |
1179 |
|
1180 |
glPopAttrib(); |
1181 |
} |
1182 |
|
1183 |
/* |
1184 |
* smRender_mesh_dl(sm,view) : Render stree utilizing display lists |
1185 |
* SM *sm; : mesh |
1186 |
* VIEW *view; : current view |
1187 |
*/ |
1188 |
smRender_mesh_dl(sm,view) |
1189 |
SM *sm; |
1190 |
VIEW *view; |
1191 |
{ |
1192 |
SFLOAT (*wp)[3]; |
1193 |
BYTE (*rgb)[3]; |
1194 |
STREE *st; |
1195 |
int i; |
1196 |
|
1197 |
if(SM_DL_LEVELS == 0) |
1198 |
{ |
1199 |
if(!Display_lists[0][0]) |
1200 |
{ |
1201 |
Display_lists[0][0] = 1; |
1202 |
glNewList(Display_lists[0][0],GL_COMPILE_AND_EXECUTE); |
1203 |
smRender_mesh(sm,view,FALSE); |
1204 |
glEndList(); |
1205 |
} |
1206 |
else |
1207 |
glCallList(Display_lists[0][0]); |
1208 |
|
1209 |
return; |
1210 |
} |
1211 |
smClear_flags(sm,T_NEW_FLAG); |
1212 |
|
1213 |
smCull(sm,view,SM_DL_LEVELS); |
1214 |
|
1215 |
st = SM_LOCATOR(sm); |
1216 |
|
1217 |
wp = SM_WP(sm); |
1218 |
rgb =SM_RGB(sm); |
1219 |
|
1220 |
/* For all active quadtree nodes- first render bg tris, then fg */ |
1221 |
/* If display list exists, use otherwise create/display list */ |
1222 |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1223 |
glDisable(GL_DEPTH_TEST); |
1224 |
|
1225 |
glMatrixMode(GL_MODELVIEW); |
1226 |
glPushMatrix(); |
1227 |
|
1228 |
/* move relative to the new view */ |
1229 |
glTranslated(view->vp[0],view->vp[1],view->vp[2]); |
1230 |
|
1231 |
/* The points are a distance of 1 away from the origin: if necessary |
1232 |
scale so that they fit in frustum and are therefore not clipped away |
1233 |
*/ |
1234 |
if(dev_zmin >= 0.99) |
1235 |
{ |
1236 |
double d; |
1237 |
d = (dev_zmin+dev_zmax)/2.0; |
1238 |
glScaled(d,d,d); |
1239 |
} |
1240 |
/* move points to unit sphere at origin */ |
1241 |
glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1], |
1242 |
-SM_VIEW_CENTER(sm)[2]); |
1243 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1244 |
smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1, |
1245 |
SM_DL_LEVELS,8,SM_RENDER_BG); |
1246 |
glPopMatrix(); |
1247 |
|
1248 |
glEnable(GL_DEPTH_TEST); |
1249 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1250 |
smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1, |
1251 |
SM_DL_LEVELS,8,SM_RENDER_FG); |
1252 |
glPopAttrib(); |
1253 |
} |
1254 |
|
1255 |
|
1256 |
|
1257 |
/* |
1258 |
* smRender_tris(sm,view,render_flag) : Render all of the mesh triangles |
1259 |
* SM *sm : current geometry |
1260 |
* VIEW *view : current view |
1261 |
* int render_flag : if render_flag & SM_RENDER_CULL: do culling first |
1262 |
* |
1263 |
* Renders mesh by traversing triangle list and drawing all active tris- |
1264 |
* background tris first, then foreground and mixed tris |
1265 |
*/ |
1266 |
smRender_tris(sm,view,render_flag) |
1267 |
SM *sm; |
1268 |
VIEW *view; |
1269 |
int render_flag; |
1270 |
{ |
1271 |
int32 *active_flag,*bg_flag; |
1272 |
SFLOAT (*wp)[3]; |
1273 |
BYTE (*rgb)[3]; |
1274 |
|
1275 |
wp = SM_WP(sm); |
1276 |
rgb = SM_RGB(sm); |
1277 |
active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG); |
1278 |
bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG); |
1279 |
|
1280 |
if(render_flag & SM_RENDER_CULL) |
1281 |
smCull(sm,view,SM_ALL_LEVELS); |
1282 |
|
1283 |
/* Render triangles made up of points at infinity by turning off |
1284 |
depth-buffering and projecting the points onto a sphere around the view*/ |
1285 |
glPushAttrib(GL_DEPTH_BUFFER_BIT); |
1286 |
glDisable(GL_DEPTH_TEST); |
1287 |
smRender_bg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb); |
1288 |
|
1289 |
/* Render triangles containing world-space points */ |
1290 |
glEnable(GL_DEPTH_TEST); |
1291 |
smRender_fg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb); |
1292 |
|
1293 |
glPopAttrib(); |
1294 |
|
1295 |
} |
1296 |
|
1297 |
/* Clear all of the display lists */ |
1298 |
clear_display_lists() |
1299 |
{ |
1300 |
int i; |
1301 |
for(i=0; i< SM_DL_LISTS; i++) |
1302 |
{ |
1303 |
if(Display_lists[i][0]) |
1304 |
{ /* Clear the foreground display list */ |
1305 |
glDeleteLists(Display_lists[i][0],1); |
1306 |
Display_lists[i][0] = 0; |
1307 |
} |
1308 |
if(Display_lists[i][1]) |
1309 |
{ /* Clear the background display list */ |
1310 |
glDeleteLists(Display_lists[i][1],1); |
1311 |
Display_lists[i][1] = 0; |
1312 |
} |
1313 |
} |
1314 |
} |
1315 |
|
1316 |
/* |
1317 |
* qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) :clear display lists |
1318 |
* QUADTREE *qt; : Quadtree node |
1319 |
* int i; : index into list of display lists for this node |
1320 |
* int level_i; : index for first node at this level |
1321 |
* int level,max_level; : current level, maximum level to descend |
1322 |
* int leaf_cnt; : number of leaves at this level |
1323 |
* |
1324 |
* For each node under this node that has its flag set: delete all |
1325 |
* existing display lists. Display lists are stored in an array indexed as |
1326 |
* if the quadtree was traversed in a breadth first order (indices 0-7 are |
1327 |
* the 8 quadtree roots, indices 8-11 the first level children of root 0, |
1328 |
* indices 12-15 the children of root 1, etc). It is assumes that the display |
1329 |
* lists will only be stored for a small number of levels: if this is not |
1330 |
* true, a hashing scheme would work better for storing/retrieving the |
1331 |
* display lists |
1332 |
*/ |
1333 |
qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) |
1334 |
QUADTREE qt; |
1335 |
int i,level_i,level,max_level,leaf_cnt; |
1336 |
{ |
1337 |
int j; |
1338 |
|
1339 |
if(QT_IS_EMPTY(qt)) |
1340 |
return; |
1341 |
if(QT_IS_LEAF(qt) || level== max_level) |
1342 |
{ |
1343 |
if(QT_IS_LEAF(qt)) |
1344 |
{ |
1345 |
if(!QT_LEAF_IS_FLAG(qt)) |
1346 |
return; |
1347 |
} |
1348 |
else |
1349 |
if(!QT_IS_FLAG(qt)) |
1350 |
return; |
1351 |
if(Display_lists[i][0]) |
1352 |
{ |
1353 |
glDeleteLists(Display_lists[i][0],1); |
1354 |
Display_lists[i][0] = 0; |
1355 |
} |
1356 |
if(Display_lists[i][1]) |
1357 |
{ |
1358 |
glDeleteLists(Display_lists[i][1],1); |
1359 |
Display_lists[i][1] = 0; |
1360 |
} |
1361 |
} |
1362 |
else |
1363 |
if(QT_IS_FLAG(qt)) |
1364 |
{ |
1365 |
/* Calculate the index for the first child given the values |
1366 |
of the parent at the current level |
1367 |
*/ |
1368 |
i = ((i - level_i)<< 2) + level_i + leaf_cnt; |
1369 |
level_i += leaf_cnt; |
1370 |
leaf_cnt <<= 2; |
1371 |
for(j=0; j < 4; j++) |
1372 |
qtClear_dl(QT_NTH_CHILD(qt,j),i+j,level_i,level+1,max_level, |
1373 |
leaf_cnt); |
1374 |
} |
1375 |
} |
1376 |
|
1377 |
/* |
1378 |
* smInvalidate_view(sm,view) : Invalidate rendering representation for view |
1379 |
* SM *sm; : mesh |
1380 |
* VIEW *view; : current view |
1381 |
* |
1382 |
* Delete the existing display lists for geometry in the current |
1383 |
* view frustum: Called when the geometry in the frustum has been changed |
1384 |
*/ |
1385 |
smInvalidate_view(sm,view) |
1386 |
SM *sm; |
1387 |
VIEW *view; |
1388 |
{ |
1389 |
int i; |
1390 |
|
1391 |
if(SM_DL_LEVELS == 0) |
1392 |
{ |
1393 |
if(Display_lists[0][0]) |
1394 |
{ |
1395 |
glDeleteLists(Display_lists[0][0],1); |
1396 |
Display_lists[0][0] = 0; |
1397 |
} |
1398 |
return; |
1399 |
} |
1400 |
/* Mark qtree nodes/tris in frustum */ |
1401 |
smCull(sm,view,SM_DL_LEVELS); |
1402 |
|
1403 |
/* Invalidate display_lists in marked qtree nodes */ |
1404 |
for(i=0; i < ST_NUM_ROOT_NODES; i++) |
1405 |
qtClear_dl(ST_ROOT_QT(SM_LOCATOR(sm),i),i,0,1,SM_DL_LEVELS,8); |
1406 |
|
1407 |
} |
1408 |
|
1409 |
|
1410 |
/* |
1411 |
* smRender(sm,view, qual): render OpenGL output geometry |
1412 |
* SM *sm; : current mesh representation |
1413 |
* VIEW *view; : desired view |
1414 |
* int qual; : quality level (percentage on linear time scale) |
1415 |
* |
1416 |
* Render the current mesh: |
1417 |
* recompute tone mapping if full redraw and specified: |
1418 |
* if moving (i.e. qual < MAXQUALITY) |
1419 |
* render the cached display lists, if quality drops |
1420 |
* below threshold, render approximation instead |
1421 |
* if stationary |
1422 |
* render mesh geometry without display lists, unless up-to-date |
1423 |
* display lists already exist. |
1424 |
*/ |
1425 |
smRender(sm,view,qual) |
1426 |
SM *sm; |
1427 |
VIEW *view; |
1428 |
int qual; |
1429 |
{ |
1430 |
/* Unless quality > MAXQUALITY, render using display lists */ |
1431 |
if(qual <= MAXQUALITY) |
1432 |
{ |
1433 |
/* If quality above threshold: render mesh*/ |
1434 |
if(qual > (MAXQUALITY*2/4) ) |
1435 |
/* render stree using display lists */ |
1436 |
smRender_mesh_dl(sm,view); |
1437 |
else |
1438 |
{ |
1439 |
/* If quality below threshold, use approximate rendering */ |
1440 |
smRender_approx(sm,qual,view); |
1441 |
} |
1442 |
} |
1443 |
else |
1444 |
{ |
1445 |
/* render stree without display lists */ |
1446 |
smRender_mesh(sm,view,TRUE); |
1447 |
} |
1448 |
} |
1449 |
|
1450 |
|
1451 |
/* |
1452 |
* smUpdate(view, qual) : update OpenGL output geometry |
1453 |
* VIEW *view; : desired view |
1454 |
* int qual; : quality level (percentage on linear time scale) |
1455 |
* |
1456 |
* Draw new geometric representation using OpenGL calls. Assume that the |
1457 |
* view has already been set up and the correct frame buffer has been |
1458 |
* selected for drawing. The quality level is on a linear scale, where 100% |
1459 |
* is full (final) quality. It is not necessary to redraw geometry that has |
1460 |
* been output since the last call to smClean().(The last view drawn will |
1461 |
* be view==&odev.v each time.) |
1462 |
*/ |
1463 |
smUpdate(view,qual) |
1464 |
VIEW *view; |
1465 |
int qual; |
1466 |
{ |
1467 |
|
1468 |
/* Is there anything to render? */ |
1469 |
if(!smMesh || SM_NUM_TRI(smMesh)<=0) |
1470 |
return; |
1471 |
|
1472 |
/* Is viewer MOVING?*/ |
1473 |
if(qual < MAXQUALITY) |
1474 |
{ |
1475 |
if(smIncremental) |
1476 |
smUpdate_tm(smMesh); |
1477 |
|
1478 |
/* Render mesh using display lists */ |
1479 |
smRender(smMesh,view,qual); |
1480 |
return; |
1481 |
} |
1482 |
/* Viewer is STATIONARY */ |
1483 |
/* Has view moved epsilon from canonical view? (epsilon= percentage |
1484 |
(SM_VIEW_FRAC) of running average of the distance of the sample points |
1485 |
from the canonical view */ |
1486 |
if(DIST(view->vp,SM_VIEW_CENTER(smMesh)) > SM_ALLOWED_VIEW_CHANGE(smMesh)) |
1487 |
{ |
1488 |
/* Must rebuild mesh with current view as new canonical view */ |
1489 |
smRebuild(smMesh,view); |
1490 |
/* Existing display lists and tonemapping are no longer valid */ |
1491 |
clear_display_lists(); |
1492 |
smCompute_mapping = FALSE; |
1493 |
smUpdate_tm(smMesh); |
1494 |
/* Render all the triangles in the new mesh */ |
1495 |
smRender(smMesh,view,qual+1); |
1496 |
} |
1497 |
else |
1498 |
/* Has a complete redraw been requested ?*/ |
1499 |
if(smClean_notify) |
1500 |
{ |
1501 |
if(smIncremental) |
1502 |
smUpdate_tm(smMesh); |
1503 |
smIncremental = FALSE; |
1504 |
smRender(smMesh,view,qual); |
1505 |
} |
1506 |
else |
1507 |
{ |
1508 |
smUpdate_tm(smMesh); |
1509 |
/* If number of new triangles relatively small: do incremental update */ |
1510 |
/* Mark Existing display lists in frustum invalid */ |
1511 |
if(!smIncremental) |
1512 |
{ |
1513 |
smInvalidate_view(smMesh,view); |
1514 |
smIncremental = TRUE; |
1515 |
} |
1516 |
smRender_inc(smMesh,view->vp); |
1517 |
} |
1518 |
/* This is our final update iff qual==MAXQUALITY and view==&odev.v */ |
1519 |
if( (qual >= MAXQUALITY) && (view == &(odev.v))) |
1520 |
{ |
1521 |
/* reset rendering flags */ |
1522 |
smClean_notify = FALSE; |
1523 |
if(smIncremental) |
1524 |
smClear_flags(smMesh,T_NEW_FLAG); |
1525 |
qtCache_init(0); |
1526 |
} |
1527 |
|
1528 |
} |
1529 |
|
1530 |
|
1531 |
|
1532 |
|
1533 |
|
1534 |
|
1535 |
|