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/* Copyright (c) 1998 Silicon Graphics, Inc. */ |
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|
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#ifndef lint |
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static char SCCSid[] = "$SunId$ SGI"; |
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#endif |
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|
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/* |
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* sm_ogl.c |
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*/ |
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#include "standard.h" |
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|
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#include <GL/gl.h> |
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|
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#ifdef TEST_DRIVER |
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#include <gl/device.h> |
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#include <GL/glu.h> |
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#include <glut.h> |
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#endif |
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#include "object.h" |
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#include "sm_geom.h" |
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#include "sm.h" |
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|
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#ifdef TEST_DRIVER |
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#include "sm_draw.h" |
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/*static char smClean_notify = TRUE; |
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MAKE STATIC LATER: ui.c using for now; |
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*/ |
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char smClean_notify = TRUE; |
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#else |
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static char smClean_notify = TRUE; |
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#endif |
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|
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int |
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mark_active_tris(qtptr,arg) |
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QUADTREE *qtptr; |
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char *arg; |
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{ |
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OBJECT os[MAXSET+1],*optr; |
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int i,t_id; |
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SM *sm; |
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|
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|
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sm = (SM *)arg; |
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|
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/* For each triangle in the set, set the which flag*/ |
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if(QT_IS_EMPTY(*qtptr)) |
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{ |
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return(FALSE); |
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} |
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else |
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{ |
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qtgetset(os,*qtptr); |
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|
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for (i = QT_SET_CNT(os),optr = QT_SET_PTR(os); i > 0; i--) |
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{ |
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t_id = QT_SET_NEXT_ELEM(optr); |
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/* Set the render flag */ |
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if(SM_IS_NTH_T_BASE(sm,t_id)) |
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continue; |
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SM_SET_NTH_T_ACTIVE(sm,t_id); |
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/* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */ |
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SM_SET_NTH_T_LRU(sm,t_id); |
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} |
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} |
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return(TRUE); |
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} |
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|
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|
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smMark_tris_in_frustum(sm,vp) |
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SM *sm; |
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VIEW *vp; |
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{ |
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FVECT nr[4],far[4]; |
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|
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/* Mark triangles in approx. view frustum as being active:set |
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LRU counter: for use in discarding samples when out |
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of space |
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Radiance often has no far clipping plane: but driver will set |
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dev_zmin,dev_zmax to satisfy OGL |
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*/ |
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|
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/* First clear all the triangle active flags */ |
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smClear_flags(sm,T_ACTIVE_FLAG); |
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|
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/* calculate the world space coordinates of the view frustum */ |
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calculate_view_frustum(vp->vp,vp->hvec,vp->vvec,vp->horiz,vp->vert, |
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dev_zmin,dev_zmax,nr,far); |
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|
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/* Project the view frustum onto the spherical quadtree */ |
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/* For every cell intersected by the projection of the faces |
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of the frustum: mark all triangles in the cell as ACTIVE- |
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Also set the triangles LRU clock counter |
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*/ |
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/* Need to do tonemap call */ |
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/* Near face triangles */ |
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smLocator_apply_func(sm,nr[0],nr[2],nr[3],mark_active_tris,(char *)(sm)); |
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smLocator_apply_func(sm,nr[2],nr[0],nr[1],mark_active_tris,(char *)(sm)); |
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/* Right face triangles */ |
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smLocator_apply_func(sm,nr[0],far[3],far[0],mark_active_tris,(char *)(sm)); |
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smLocator_apply_func(sm,far[3],nr[0],nr[3],mark_active_tris,(char *)(sm)); |
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/* Left face triangles */ |
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smLocator_apply_func(sm,nr[1],far[2],nr[2],mark_active_tris,(char *)(sm)); |
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smLocator_apply_func(sm,far[2],nr[1],far[1],mark_active_tris,(char *)(sm)); |
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/* Top face triangles */ |
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smLocator_apply_func(sm,nr[0],far[0],nr[1],mark_active_tris,(char *)(sm)); |
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smLocator_apply_func(sm,nr[1],far[0],far[1],mark_active_tris,(char *)(sm)); |
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/* Bottom face triangles */ |
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smLocator_apply_func(sm,nr[3],nr[2],far[3],mark_active_tris,(char *)(sm)); |
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smLocator_apply_func(sm,nr[2],far[2],far[3],mark_active_tris,(char *)(sm)); |
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/* Far face triangles */ |
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smLocator_apply_func(sm,far[0],far[2],far[1],mark_active_tris,(char *)(sm)); |
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smLocator_apply_func(sm,far[2],far[0],far[3],mark_active_tris,(char *)(sm)); |
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|
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#ifdef TEST_DRIVER |
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VCOPY(FrustumFar[0],far[0]); |
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VCOPY(FrustumFar[1],far[1]); |
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VCOPY(FrustumFar[2],far[2]); |
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VCOPY(FrustumFar[3],far[3]); |
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VCOPY(FrustumNear[0],nr[0]); |
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VCOPY(FrustumNear[1],nr[1]); |
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VCOPY(FrustumNear[2],nr[2]); |
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VCOPY(FrustumNear[3],nr[3]); |
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#endif |
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} |
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|
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/* |
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* smClean() : display has been wiped clean |
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* |
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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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*/ |
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smClean() |
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{ |
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/* Mark all triangles in the frustum as active */ |
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if(!smMesh || SM_NUM_TRIS(smMesh)==0) |
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return; |
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|
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#ifdef TEST_DRIVER |
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smMark_tris_in_frustum(smMesh,&Current_View); |
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#else |
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smMark_tris_in_frustum(smMesh,&(odev.v)); |
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#endif |
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smClean_notify = TRUE; |
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} |
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|
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|
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smRender_tri(sm,i,vp) |
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SM *sm; |
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int i; |
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FVECT vp; |
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{ |
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TRI *tri; |
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double ptr[3]; |
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int j; |
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|
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tri = SM_NTH_TRI(sm,i); |
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SM_CLEAR_NTH_T_NEW(sm,i); |
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if(smNew_tri_cnt) |
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smNew_tri_cnt--; |
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/* NOTE:Triangles are defined clockwise:historical relative to spherical |
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tris: could change |
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*/ |
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for(j=2; j>= 0; j--) |
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{ |
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#ifdef DEBUG |
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if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j))) |
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eputs("SmRenderTri(): shouldnt have bg samples\n"); |
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#endif |
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glColor3ub(SM_NTH_RGB(sm,T_NTH_V(tri,j))[0], |
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SM_NTH_RGB(sm,T_NTH_V(tri,j))[1], |
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SM_NTH_RGB(sm,T_NTH_V(tri,j))[2]); |
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VCOPY(ptr,SM_T_NTH_WV(sm,tri,j)); |
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glVertex3d(ptr[0],ptr[1],ptr[2]); |
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} |
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} |
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|
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/* NOTE SEEMS BAD TO PENALIZE POLYGONS INFRONT BY LETTING |
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ADJACENT TRIANGLES TO BG be BG |
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*/ |
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smRender_bg_tri(sm,i,vp,d) |
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SM *sm; |
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int i; |
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FVECT vp; |
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double d; |
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{ |
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TRI *tri; |
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FVECT p; |
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int j,ids[3],cnt; |
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int rgb[3]; |
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|
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|
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tri = SM_NTH_TRI(sm,i); |
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SM_CLEAR_NTH_T_NEW(sm,i); |
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if(smNew_tri_cnt) |
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smNew_tri_cnt--; |
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/* NOTE:Triangles are defined clockwise:historical relative to spherical |
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tris: could change |
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*/ |
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cnt = 0; |
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rgb[0] = rgb[1] = rgb[2] = 0; |
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for(j=0;j<3;j++) |
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{ |
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ids[j] = T_NTH_V(tri,j); |
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if(SM_BG_SAMPLE(sm,ids[j])) |
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{ |
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rgb[0] += SM_NTH_RGB(sm,ids[j])[0]; |
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rgb[1] += SM_NTH_RGB(sm,ids[j])[1]; |
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rgb[2] += SM_NTH_RGB(sm,ids[j])[2]; |
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cnt++; |
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} |
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} |
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if(cnt) |
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{ |
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rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt; |
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} |
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for(j=2; j>= 0; j--) |
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{ |
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if(SM_BG_SAMPLE(sm,ids[j])) |
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glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1], |
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SM_NTH_RGB(sm,ids[j])[2]); |
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else |
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glColor3ub(rgb[0],rgb[1],rgb[2]); |
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if(SM_BG_SAMPLE(sm,ids[j])) |
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VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm)); |
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else |
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smDir(sm,p,ids[j]); |
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if(dev_zmin > 1.0) |
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{ |
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p[0] *= d; |
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p[1] *= d; |
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p[2] *= d; |
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} |
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VADD(p,p,vp); |
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glVertex3d(p[0],p[1],p[2]); |
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} |
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} |
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|
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smRender_mesh(sm,vp) |
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SM *sm; |
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FVECT vp; |
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{ |
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int i; |
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TRI *tri; |
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double ptr[3],d; |
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int j; |
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|
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d = (dev_zmin+dev_zmax)/2.0; |
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glPushAttrib(GL_DEPTH_BUFFER_BIT); |
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|
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/* First draw background polygons */ |
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|
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glDisable(GL_DEPTH_TEST); |
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glBegin(GL_TRIANGLES); |
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SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i) |
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smRender_bg_tri(sm,i,vp,d); |
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glEnd(); |
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|
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glEnable(GL_DEPTH_TEST); |
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glBegin(GL_TRIANGLES); |
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SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i) |
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smRender_tri(sm,i,vp); |
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glEnd(); |
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|
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glPopAttrib(); |
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} |
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smRender_tri_edges(sm,i) |
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SM *sm; |
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int i; |
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{ |
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TRI *tri; |
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int j; |
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double ptr[3]; |
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|
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|
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tri = SM_NTH_TRI(sm,i); |
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|
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/* Triangles are defined clockwise:historical relative to spherical |
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tris: could change |
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*/ |
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for(j=2; j >=0; j--) |
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{ |
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VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,j))); |
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glVertex3d(ptr[0],ptr[1],ptr[2]); |
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VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,(j+1)%3))); |
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glVertex3d(ptr[0],ptr[1],ptr[2]); |
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} |
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} |
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|
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int |
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compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2) |
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{ |
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double d; |
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|
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d = td2->depth-td1->depth; |
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|
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if(d > 0.0) |
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return(1); |
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if(d < 0.0) |
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return(-1); |
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|
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return(0); |
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} |
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|
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smDepth_sort_tris(sm,vp,td) |
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SM *sm; |
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VIEW *vp; |
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T_DEPTH *td; |
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{ |
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int i,j,t_id; |
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TRI *tri; |
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double d[3]; |
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|
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i = 0; |
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SM_FOR_ALL_NEW_TRIS(sm,t_id) |
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{ |
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if(i >= smNew_tri_cnt) |
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{ |
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#ifdef DEBUG |
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eputs("smDepth_sort_tris(): more new tris then counted\n"); |
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#endif |
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break; |
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} |
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tri = SM_NTH_TRI(sm,t_id); |
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td[i].tri = t_id; |
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for(j=0;j < 3;j++) |
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d[j] = DIST(vp->vp,SM_T_NTH_WV(sm,tri,j)); |
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td[i].depth = MIN_VEC3(d); |
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i++; |
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} |
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qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths); |
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} |
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|
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|
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smUpdate_Rendered_mesh(sm,vp) |
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SM *sm; |
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VIEW *vp; |
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{ |
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static T_DEPTH *td= NULL; |
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static int tsize = 0; |
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int i; |
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GLint depth_test; |
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double d; |
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|
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/* For all of the NEW triangles (since last update): assume |
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ACTIVE. Go through and sort on depth value (from vp). Turn |
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Depth Buffer test off and render back-front |
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*/ |
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/* NOTE: could malloc each time or hard code */ |
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if(smNew_tri_cnt > tsize) |
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{ |
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if(td) |
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free(td); |
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td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH)); |
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tsize = smNew_tri_cnt; |
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} |
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if(!td) |
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{ |
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error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n"); |
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} |
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smDepth_sort_tris(sm,vp,td); |
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|
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/* Turn Depth Test off */ |
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glPushAttrib(GL_DEPTH_BUFFER_BIT); |
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glDepthFunc(GL_ALWAYS); /* Turn off Depth-painter's algorithm */ |
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|
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d = (dev_zmin+dev_zmax)/2.0; |
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/* Now render back-to front */ |
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/* First render bg triangles */ |
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glDisable(GL_DEPTH_TEST); |
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glBegin(GL_TRIANGLES); |
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for(i=0; i< smNew_tri_cnt; i++) |
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if(SM_BG_TRI(sm,td[i].tri)) |
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smRender_bg_tri(sm,td[i].tri,vp,d); |
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glEnd(); |
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|
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glEnable(GL_DEPTH_TEST); |
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glBegin(GL_TRIANGLES); |
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for(i=0; i< smNew_tri_cnt; i++) |
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if(!SM_BG_TRI(sm,td[i].tri)) |
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smRender_tri(sm,td[i].tri,vp); |
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glEnd(); |
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|
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/* Restore Depth Test */ |
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glPopAttrib(); |
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} |
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|
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/* |
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* smUpdate(vp, qua) : update OpenGL output geometry for view vp |
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* VIEW *vp; : desired view |
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* int qual; : quality level (percentage on linear time scale) |
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* |
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* Draw new geometric representation using OpenGL calls. Assume that the |
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* view has already been set up and the correct frame buffer has been |
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* selected for drawing. The quality level is on a linear scale, where 100% |
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* is full (final) quality. It is not necessary to redraw geometry that has |
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* been output since the last call to smClean(). |
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*/ |
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smUpdate(vp,qual) |
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VIEW *vp; |
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int qual; |
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{ |
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double d; |
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int t; |
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#ifdef TEST_DRIVER |
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Current_View = (*vp); |
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#endif |
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/* If view has moved beyond epsilon from canonical: must rebuild - |
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epsilon is calculated as running avg of distance of sample points |
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from canonical view: m = 1/(SUM1/r): some fraction of this |
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*/ |
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d = DIST(vp->vp,SM_VIEW_CENTER(smMesh)); |
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if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh)) |
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{ |
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smNew_tri_cnt = 0; |
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/* Re-build the mesh */ |
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smRebuild_mesh(smMesh,vp); |
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} |
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/* Check if should draw ALL triangles in current frustum */ |
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if(smClean_notify || (smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT)) |
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{ |
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#ifdef TEST_DRIVER |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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#else |
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tmClearHisto(); |
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tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); |
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if(tmComputeMapping(0.,0.,0.) != TM_E_OK) |
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return; |
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if(tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh), |
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SM_NUM_SAMP(smMesh))!=TM_E_OK) |
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return; |
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#endif |
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smRender_mesh(smMesh,vp->vp); |
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smClean_notify = FALSE; |
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#ifdef TEST_DRIVER |
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glFlush(); |
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glutSwapBuffers(); |
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#endif |
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} |
439 |
/* Do an incremental update instead */ |
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else |
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{ |
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if(!smNew_tri_cnt) |
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return; |
444 |
#ifdef TEST_DRIVER |
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glDrawBuffer(GL_FRONT); |
446 |
#else |
447 |
t = SM_TONE_MAP(smMesh); |
448 |
if(t == 0) |
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{ |
450 |
tmClearHisto(); |
451 |
tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1); |
452 |
if(tmComputeMapping(0.,0.,0.) != TM_E_OK) |
453 |
return; |
454 |
} |
455 |
if(tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t), |
456 |
SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK) |
457 |
return; |
458 |
#endif |
459 |
smUpdate_Rendered_mesh(smMesh,vp); |
460 |
|
461 |
#ifdef TEST_DRIVER |
462 |
glDrawBuffer(GL_BACK); |
463 |
#endif |
464 |
} |
465 |
SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh); |
466 |
} |
467 |
|
468 |
/* LATER:If quality < 100 should draw approximation because it indicates |
469 |
the user is moving |
470 |
*/ |
471 |
|
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|