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root/radiance/ray/src/hd/sm_ogl.c
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Comparing ray/src/hd/sm_ogl.c (file contents):
Revision 3.11 by gwlarson, Wed Dec 30 13:44:16 1998 UTC vs.
Revision 3.12 by gwlarson, Tue Jan 5 16:52:38 1999 UTC

# Line 309 | Line 309 | int qual;
309   }
310  
311  
312 smRender_tri(sm,i,vp,clr)
313 SM *sm;
314 int i;
315 FVECT vp;
316 int clr;
317 {
318  TRI *tri;
319  double ptr[3];
320  int j;
312  
313 <  tri = SM_NTH_TRI(sm,i);
314 <  if (clr) SM_CLR_NTH_T_NEW(sm,i);
315 <  for(j=0; j <= 2; j++)
316 <  {
326 < #ifdef DEBUG
327 <    if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j)))
328 <      eputs("SmRenderTri(): shouldnt have bg samples\n");
329 < #endif
330 <    glColor3ub(SM_NTH_RGB(sm,T_NTH_V(tri,j))[0],
331 <               SM_NTH_RGB(sm,T_NTH_V(tri,j))[1],
332 <               SM_NTH_RGB(sm,T_NTH_V(tri,j))[2]);
333 <    VCOPY(ptr,SM_T_NTH_WV(sm,tri,j));
334 <    glVertex3d(ptr[0],ptr[1],ptr[2]);
335 <  }
336 < }
313 > #define render_tri(v0,v1,v2,rgb0,rgb1,rgb2) \
314 >  {glColor3ub(rgb0[0],rgb0[1],rgb0[2]);  glVertex3fv(v0); \
315 >  glColor3ub(rgb1[0],rgb1[1],rgb1[2]);  glVertex3fv(v1); \
316 >  glColor3ub(rgb2[0],rgb2[1],rgb2[2]);  glVertex3fv(v2);} \
317  
318 < smRender_mixed_tri(sm,i,vp,clr)
319 < SM *sm;
320 < int i;
321 < FVECT vp;
322 < int clr;
318 > render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,bg0,bg1,bg2,vp,vc)
319 > float v0[3],v1[3],v2[3];
320 > BYTE rgb0[3],rgb1[3],rgb2[3];
321 > int bg0,bg1,bg2;
322 > FVECT vp,vc;
323   {
344  TRI *tri;
324    double p[3],d;
325    int j,ids[3],cnt;
326    int rgb[3];
327  
349  tri = SM_NTH_TRI(sm,i);
350  if (clr) SM_CLR_NTH_T_NEW(sm,i);
351
328    /* NOTE:Triangles are defined clockwise:historical relative to spherical
329       tris: could change
330       */
331    cnt = 0;
332    d = 0.0;
333    rgb[0] = rgb[1] = rgb[2] = 0;
334 <  for(j=0;j < 3;j++)
334 >
335 >  if(bg0 && bg1 && bg2)
336 >    return;
337 >
338 >  if(!bg0)
339    {
340 <      ids[j] = T_NTH_V(tri,j);
341 <      if(!SM_BG_SAMPLE(sm,ids[j]))
342 <      {
343 <          rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
344 <          rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
365 <          rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
366 <          cnt++;
367 <          d += DIST(vp,SM_NTH_WV(sm,ids[j]));
368 <      }
340 >    rgb[0] += rgb0[0];
341 >    rgb[1] += rgb0[1];
342 >    rgb[2] += rgb0[2];
343 >    cnt++;
344 >    d += DIST(vp,v0);
345    }
346 +  if(!bg1)
347 +  {
348 +    rgb[0] += rgb1[0];
349 +    rgb[1] += rgb1[1];
350 +    rgb[2] += rgb1[2];
351 +    cnt++;
352 +    d += DIST(vp,v1);
353 +  }
354 +  if(!bg2)
355 +  {
356 +    rgb[0] += rgb2[0];
357 +    rgb[1] += rgb2[1];
358 +    rgb[2] += rgb2[2];
359 +    cnt++;
360 +    d += DIST(vp,v2);
361 +  }
362    if(cnt > 1)
363    {
364      rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
365      d /= (double)cnt;
366    }
367 <  for(j=0; j <= 2; j++)
367 >  if(bg0)
368    {
369 <    if(SM_BG_SAMPLE(sm,ids[j]))
370 <    {
371 <        glColor3ub(rgb[0],rgb[1],rgb[2]);
372 <        VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
373 <        p[0] *= d;
374 <        p[1] *= d;
375 <        p[2] *= d;
376 <        VADD(p,p,SM_VIEW_CENTER(sm));
377 <    }
378 <    else
379 <    {
380 <        glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
389 <                   SM_NTH_RGB(sm,ids[j])[2]);
390 <        VCOPY(p,SM_NTH_WV(sm,ids[j]));
391 <    }
392 <    glVertex3d(p[0],p[1],p[2]);
369 >    glColor3ub(rgb[0],rgb[1],rgb[2]);
370 >    VSUB(p,v0,vc);
371 >    p[0] *= d;
372 >    p[1] *= d;
373 >    p[2] *= d;
374 >    VADD(p,p,vc);
375 >    glVertex3dv(p);
376 >  }
377 >  else
378 >  {
379 >    glColor3ub(rgb0[0],rgb0[1],rgb0[2]);
380 >    glVertex3fv(v0);
381     }
382 +  if(bg1)
383 +  {
384 +    glColor3ub(rgb[0],rgb[1],rgb[2]);
385 +    VSUB(p,v1,vc);
386 +    p[0] *= d;
387 +    p[1] *= d;
388 +    p[2] *= d;
389 +    VADD(p,p,vc);
390 +    glVertex3dv(p);
391 +  }
392 +  else
393 +  {
394 +    glColor3ub(rgb1[0],rgb1[1],rgb1[2]);
395 +    glVertex3fv(v1);
396 +   }
397 +  if(bg2)
398 +  {
399 +    glColor3ub(rgb[0],rgb[1],rgb[2]);
400 +    VSUB(p,v2,vc);
401 +    p[0] *= d;
402 +    p[1] *= d;
403 +    p[2] *= d;
404 +    VADD(p,p,vc);
405 +    glVertex3dv(p);
406 +  }
407 +  else
408 +  {
409 +    glColor3ub(rgb2[0],rgb2[1],rgb2[2]);
410 +    glVertex3fv(v2);
411 +   }
412 +
413   }
414  
415 < smRender_bg_tri(sm,i,vp,d,clr)
416 < SM *sm;
417 < int i;
418 < FVECT vp;
415 > render_bg_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,d)
416 > float v0[3],v1[3],v2[3];
417 > BYTE rgb0[3],rgb1[3],rgb2[3];
418 > FVECT vp,vc;
419   double d;
401 int clr;
420   {
421    double p[3];
404  int j,id;
405  TRI *tri;
422    
423 <  tri = SM_NTH_TRI(sm,i);
424 <  if (clr) SM_CLR_NTH_T_NEW(sm,i);
423 >  glColor3ub(rgb0[0],rgb0[1],rgb0[2]);
424 >  VSUB(p,v0,vc);
425 >  if(dev_zmin >= 0.99)
426 >  {
427 >    p[0] *= d;
428 >    p[1] *= d;
429 >    p[2] *= d;
430 >  }
431 >  VADD(p,p,vp);
432 >  glVertex3dv(p);
433  
434 <  /* NOTE:Triangles are defined clockwise:historical relative to spherical
435 <     tris: could change
436 <     */
413 <  for(j=0; j <= 2; j++)
434 >  glColor3ub(rgb1[0],rgb1[1],rgb1[2]);
435 >  VSUB(p,v1,vc);
436 >  if(dev_zmin >= 0.99)
437    {
438 <      id = T_NTH_V(tri,j);
439 <      glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1],
440 <                 SM_NTH_RGB(sm,id)[2]);
418 <      VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm));
419 <      if(dev_zmin >= 0.99)
420 <       {
421 <           p[0] *= d;
422 <           p[1] *= d;
423 <           p[2] *= d;
424 <       }
425 <      VADD(p,p,vp);
426 <      glVertex3d(p[0],p[1],p[2]);
438 >    p[0] *= d;
439 >    p[1] *= d;
440 >    p[2] *= d;
441    }
442 +  VADD(p,p,vp);
443 +  glVertex3dv(p);
444 +
445 +
446 +  glColor3ub(rgb2[0],rgb2[1],rgb2[2]);
447 +  VSUB(p,v2,vc);
448 +  if(dev_zmin >= 0.99)
449 +  {
450 +    p[0] *= d;
451 +    p[1] *= d;
452 +    p[2] *= d;
453 +  }
454 +  VADD(p,p,vp);
455 +  glVertex3dv(p);
456 +
457   }
458  
459   smRender_mesh(sm,vp,clr)
# Line 432 | Line 461 | SM *sm;
461   FVECT vp;
462   int clr;
463   {
464 <  int i;
464 >  int i,bg0,bg1,bg2;
465 >  double d;
466 >  int v0_id,v1_id,v2_id;
467    TRI *tri;
468 <  double ptr[3],d;
469 <  int j;
468 >  float (*wp)[3];
469 >  BYTE  (*rgb)[3];
470  
471 +  wp = SM_WP(sm);
472 +  rgb =SM_RGB(sm);
473    d = (dev_zmin+dev_zmax)/2.0;
474    glPushAttrib(GL_DEPTH_BUFFER_BIT);
475    
476    /* First draw background polygons */
477    glDisable(GL_DEPTH_TEST);
478    glBegin(GL_TRIANGLES);
479 +  /* Maintain a list? */
480    SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i)
481 <     smRender_bg_tri(sm,i,vp,d,clr);
481 >  {
482 >    if (clr)
483 >      SM_CLR_NTH_T_NEW(sm,i);
484 >    tri = SM_NTH_TRI(sm,i);
485 >    v0_id = T_NTH_V(tri,0);
486 >    v1_id = T_NTH_V(tri,1);
487 >    v2_id = T_NTH_V(tri,2);
488 >    render_bg_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
489 >                   rgb[v2_id],vp,SM_VIEW_CENTER(sm),d);
490 >  }
491    glEnd();
492    glEnable(GL_DEPTH_TEST);
493    glBegin(GL_TRIANGLES);
494    SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i)
495    {
496 <      if(!SM_MIXED_TRI(sm,i))
497 <        smRender_tri(sm,i,vp,clr);
496 >    if (clr)
497 >      SM_CLR_NTH_T_NEW(sm,i);
498 >    tri = SM_NTH_TRI(sm,i);
499 >    v0_id = T_NTH_V(tri,0);
500 >    v1_id = T_NTH_V(tri,1);
501 >    v2_id = T_NTH_V(tri,2);
502 >    bg0 = SM_DIR_ID(sm,v0_id) || SM_BASE_ID(sm,v0_id);
503 >    bg1 = SM_DIR_ID(sm,v1_id) || SM_BASE_ID(sm,v1_id);
504 >    bg2 = SM_DIR_ID(sm,v2_id) || SM_BASE_ID(sm,v2_id);
505 >    if(!(bg0 || bg1 || bg2))
506 >        render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
507 >                   rgb[v2_id])
508     else
509 <        smRender_mixed_tri(sm,i,vp,clr);
509 >        render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
510 >           rgb[v2_id],bg0,bg1,bg2,vp,SM_VIEW_CENTER(sm));
511    }
512    glEnd();
513  
514    glPopAttrib();
515   }
516  
517 < smRender_tri_edges(sm,i)
518 < SM *sm;
465 < int i;
517 > int
518 > compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
519   {
520 <  TRI *tri;
468 <  int j;
469 <  double ptr[3];
520 >  double d;
521  
522 +  if(td1->tri==-1)
523 +    {
524 +      if(td2->tri==-1)
525 +        return(0);
526 +      else
527 +        return(-1);
528 +    }
529 +  if(td2->tri==-1)
530 +    return(1);
531  
532 <  tri = SM_NTH_TRI(sm,i);
533 <
534 <  for(j=0; j <= 2; j++)
535 <  {
536 <    VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,j)));
537 <    glVertex3d(ptr[0],ptr[1],ptr[2]);
538 <    VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,(j+1)%3)));
539 <    glVertex3d(ptr[0],ptr[1],ptr[2]);
480 <  }
532 >  d = td2->depth-td1->depth;
533 >  
534 >  if(d > 0.0)
535 >    return(1);
536 >  if(d < 0.0)
537 >    return(-1);
538 >  
539 >  return(0);
540   }
541  
542   int
543 < compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
543 > compare_tri_depths_old(T_DEPTH *td1,T_DEPTH *td2)
544   {
545    double d;
546  
# Line 505 | Line 564 | T_DEPTH *td;
564    TRI *tri;
565    double d,min_d;
566    LIST *tlist=NULL;
567 +  FVECT diff;
568  
569    i = 0;
570    SM_FOR_ALL_NEW_TRIS(sm,t_id)
# Line 515 | Line 575 | T_DEPTH *td;
575          continue;
576      }
577      tri = SM_NTH_TRI(sm,t_id);
518 #ifdef DEBUG
519    if(i >= smNew_tri_cnt)
520    {
521      eputs("smDepth_sort_tris():More tris than reported by smNew_tri_cnt\n");
522      break;
523    }
524 #endif
578      td[i].tri = t_id;
579      min_d = -1;
580      for(j=0;j < 3;j++)
# Line 529 | Line 582 | T_DEPTH *td;
582          v = T_NTH_V(tri,j);
583          if(!SM_BG_SAMPLE(sm,v))
584          {
585 <            d = DIST(vp,SM_NTH_WV(sm,v));
585 >            VSUB(diff,SM_NTH_WV(sm,v),vp);
586 >            d = DOT(diff,diff);
587              if(min_d == -1 || d < min_d)
588                 min_d = d;
589          }
# Line 544 | Line 598 | T_DEPTH *td;
598   }
599  
600  
601 +
602 + LIST
603 + *smOrder_new_tris(sm,vp,td,sort)
604 + SM *sm;
605 + FVECT vp;
606 + T_DEPTH *td;
607 + int sort;
608 + {
609 +  int i,j,t_id,v;
610 +  TRI *tri;
611 +  double d,min_d;
612 +  LIST *tlist=NULL;
613 +  FVECT diff;
614 +
615 +  i = 0;
616 +  for(i=0; i < smNew_tri_cnt;i++)
617 +  {
618 +    t_id = smNew_tris[i].tri;
619 +
620 +    tri = SM_NTH_TRI(sm,t_id);
621 +    if(!T_IS_VALID(tri))
622 +    {
623 +      smNew_tris[i].tri = -1;
624 +      continue;
625 +    }
626 +    if(SM_BG_TRI(sm,t_id))
627 +    {
628 +        tlist = push_data(tlist,t_id);
629 +        smNew_tris[i].tri = -1;
630 +        continue;
631 +    }
632 +    if(!sort)
633 +      continue;
634 +    min_d = -1;
635 +    for(j=0;j < 3;j++)
636 +    {
637 +        v = T_NTH_V(tri,j);
638 +        if(!SM_BG_SAMPLE(sm,v))
639 +        {
640 +            VSUB(diff,SM_NTH_WV(sm,v),vp);
641 +            d = DOT(diff,diff);
642 +            if(min_d == -1 || d < min_d)
643 +               min_d = d;
644 +        }
645 +    }
646 +    td[i].depth = min_d;
647 +  }
648 +  if(!sort)
649 +    return(tlist);
650 +  qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths);
651 +  return(tlist);
652 + }
653 +
654 +
655   smUpdate_Rendered_mesh(sm,vp,clr)
656   SM *sm;
657   FVECT vp;
# Line 551 | Line 659 | int clr;
659   {
660    static T_DEPTH *td= NULL;
661    static int tsize = 0;
662 <  int i;
662 >  int i,v0_id,v1_id,v2_id,bg0,bg1,bg2;
663    GLint depth_test;
664    double d;
665    LIST *bglist;
666 +  TRI *tri;
667 +  float (*wp)[3];
668 +  BYTE  (*rgb)[3];
669 +
670    /* For all of the NEW triangles (since last update): assume
671       ACTIVE. Go through and sort on depth value (from vp). Turn
672       Depth Buffer test off and render back-front
673       */
674    /* NOTE: could malloc each time or hard code */
675 + #if 0
676    if(smNew_tri_cnt > tsize)
677    {
678      if(td)
# Line 572 | Line 685 | int clr;
685      error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n");
686    }
687    bglist = smDepth_sort_tris(sm,vp,td);
688 <
688 > #else
689 >  td = smNew_tris;
690 >  if(!EQUAL_VEC3(SM_VIEW_CENTER(sm),vp))
691 >    bglist = smOrder_new_tris(sm,vp,td,1);
692 >  else
693 >    bglist = smOrder_new_tris(sm,vp,td,0);
694 > #endif
695 >  wp = SM_WP(sm);
696 >  rgb =SM_RGB(sm);
697    /* Turn Depth Test off -- using Painter's algorithm */
698    glPushAttrib(GL_DEPTH_BUFFER_BIT);
699    glDepthFunc(GL_ALWAYS);
# Line 581 | Line 702 | int clr;
702    /* First render bg triangles */
703    glBegin(GL_TRIANGLES);
704    while(bglist)
705 <     smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr);
705 >  {
706 >    i = pop_list(&bglist);
707 >    if (clr)
708 >      SM_CLR_NTH_T_NEW(sm,i);
709 >    tri = SM_NTH_TRI(sm,i);
710 >    v0_id = T_NTH_V(tri,0);
711 >    v1_id = T_NTH_V(tri,1);
712 >    v2_id = T_NTH_V(tri,2);
713 >    render_bg_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
714 >                   rgb[v2_id],vp,SM_VIEW_CENTER(sm),d);
715 >  }
716    glEnd();
717  
718  
719    glBegin(GL_TRIANGLES);
720    i=0;
721 <  while(td[i].tri != -1)
722 <     if(!SM_MIXED_TRI(sm,td[i].tri))
723 <        smRender_tri(sm,td[i++].tri,vp,clr);
724 <     else
725 <        smRender_mixed_tri(sm,td[i++].tri,vp,clr);
721 >  while(i != smNew_tri_cnt)
722 >  {
723 >    if(td[i].tri == -1)
724 >      {
725 >        i++;
726 >        continue;
727 >      }
728 >    if (clr)
729 >      SM_CLR_NTH_T_NEW(sm,td[i].tri);
730 >    tri = SM_NTH_TRI(sm,td[i].tri);
731 >    v0_id = T_NTH_V(tri,0);
732 >    v1_id = T_NTH_V(tri,1);
733 >    v2_id = T_NTH_V(tri,2);
734 >    bg0 = SM_DIR_ID(sm,v0_id) || SM_BASE_ID(sm,v0_id);
735 >    bg1 = SM_DIR_ID(sm,v1_id) || SM_BASE_ID(sm,v1_id);
736 >    bg2 = SM_DIR_ID(sm,v2_id) || SM_BASE_ID(sm,v2_id);
737 >    if(!(bg0 || bg1 || bg2))
738 >      render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
739 >                 rgb[v2_id])
740 >   else
741 >     render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
742 >                      rgb[v2_id],bg0,bg1,bg2,vp,SM_VIEW_CENTER(sm));
743 >    i++;
744 >  }
745    glEnd();
746  
747    /* Restore Depth Test */
# Line 626 | Line 776 | smUpdate(view,qual)
776    if(!smMesh)
777      return;
778  
629
630
779    d = DIST(view->vp,SM_VIEW_CENTER(smMesh));
780    if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
781    {
# Line 637 | Line 785 | smUpdate(view,qual)
785   #endif  
786        mark_tris_in_frustum(view);
787        smRebuild_mesh(smMesh,view);
788 +      smClean_notify = TRUE;
789    }
790    /* This is our final update iff qual==100 and view==&odev.v */
791    last_update = qual>=100 && view==&(odev.v);
# Line 698 | Line 847 | smUpdate(view,qual)
847    {
848      smClean_notify = FALSE;
849      smNew_tri_cnt = 0;
850 + #if 0  
851      smClear_flags(smMesh,T_NEW_FLAG);
852 + #endif
853      qtCache_init(0);
854    }
855  

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