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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 3.6 by gwlarson, Mon Sep 14 10:33:47 1998 UTC vs.
Revision 3.11 by gwlarson, Wed Dec 30 13:44:16 1998 UTC

# Line 16 | Line 16 | static char SCCSid[] = "$SunId$ SGI";
16   #include <GL/glu.h>
17   #include <glut.h>
18   #endif
19 + #include "sm_flag.h"
20   #include "sm_list.h"
21   #include "sm_geom.h"
22 + #include "sm_qtree.h"
23 + #include "sm_stree.h"
24   #include "sm.h"
25  
26   #ifdef TEST_DRIVER
# Line 44 | Line 47 | static QT_LUENT        *qt_htbl = NULL;        /* quadtree cache */
47   static int      qt_hsiz = 0;            /* quadtree cache size */
48  
49  
50 < int
51 < mark_active_tris(qtptr,arg)
52 < QUADTREE *qtptr;
53 < int *arg;
54 < {
55 <  QUADTREE qt = *qtptr;
53 <  OBJECT *os,*optr;
54 <  register int i,t_id;
55 <
56 <  if (!QT_IS_LEAF(qt))
57 <    return(TRUE);
58 <  /* For each triangle in the set, set the which flag*/
59 <  os = qtqueryset(qt);
60 <
61 <  for (i = QT_SET_CNT(os), optr = QT_SET_PTR(os); i > 0; i--)
62 <  {
63 <    t_id = QT_SET_NEXT_ELEM(optr);
64 <    /* Set the render flag */
65 <    if(SM_IS_NTH_T_BASE(smMesh,t_id))
66 <        continue;
67 <    SM_SET_NTH_T_ACTIVE(smMesh,t_id);
68 <    /* NOTE:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
69 <    SM_SET_NTH_T_LRU(smMesh,t_id);
70 <  }
71 <  return(TRUE);
72 < }
73 <
74 < mark_tris_in_frustum(view)
75 < VIEW *view;
76 < {
77 <    FVECT nr[4],far[4];
78 <
79 <    /* Mark triangles in approx. view frustum as being active:set
80 <       LRU counter: for use in discarding samples when out
81 <       of space
82 <       Radiance often has no far clipping plane: but driver will set
83 <       dev_zmin,dev_zmax to satisfy OGL
84 <    */
85 <
86 <    /* First clear all the quadtree node and triangle active flags */
87 <    qtClearAllFlags();
88 <    smClear_flags(smMesh,T_ACTIVE_FLAG);
89 <
90 <    /* calculate the world space coordinates of the view frustum */
91 <    calculate_view_frustum(view->vp,view->hvec,view->vvec,view->horiz,
92 <                           view->vert, dev_zmin,dev_zmax,nr,far);
93 <
94 <    /* Project the view frustum onto the spherical quadtree */
95 <    /* For every cell intersected by the projection of the faces
96 <       of the frustum: mark all triangles in the cell as ACTIVE-
97 <       Also set the triangles LRU clock counter
98 <       */
99 <    /* Near face triangles */
100 <    smLocator_apply_func(smMesh,nr[0],nr[2],nr[3],mark_active_tris,NULL);
101 <    smLocator_apply_func(smMesh,nr[2],nr[0],nr[1],mark_active_tris,NULL);
102 <    /* Right face triangles */
103 <    smLocator_apply_func(smMesh,nr[0],far[3],far[0],mark_active_tris,NULL);
104 <    smLocator_apply_func(smMesh,far[3],nr[0],nr[3],mark_active_tris,NULL);
105 <    /* Left face triangles */
106 <    smLocator_apply_func(smMesh,nr[1],far[2],nr[2],mark_active_tris,NULL);
107 <    smLocator_apply_func(smMesh,far[2],nr[1],far[1],mark_active_tris,NULL);
108 <    /* Top face triangles */
109 <    smLocator_apply_func(smMesh,nr[0],far[0],nr[1],mark_active_tris,NULL);
110 <    smLocator_apply_func(smMesh,nr[1],far[0],far[1],mark_active_tris,NULL);
111 <    /* Bottom face triangles */
112 <    smLocator_apply_func(smMesh,nr[3],nr[2],far[3],mark_active_tris,NULL);
113 <    smLocator_apply_func(smMesh,nr[2],far[2],far[3],mark_active_tris,NULL);
114 <    /* Far face triangles */
115 <    smLocator_apply_func(smMesh,far[0],far[2],far[1],mark_active_tris,NULL);
116 <    smLocator_apply_func(smMesh,far[2],far[0],far[3],mark_active_tris,NULL);
117 <
118 < #ifdef TEST_DRIVER
119 <    VCOPY(FrustumFar[0],far[0]);
120 <    VCOPY(FrustumFar[1],far[1]);
121 <    VCOPY(FrustumFar[2],far[2]);
122 <    VCOPY(FrustumFar[3],far[3]);
123 <    VCOPY(FrustumNear[0],nr[0]);
124 <    VCOPY(FrustumNear[1],nr[1]);
125 <    VCOPY(FrustumNear[2],nr[2]);
126 <    VCOPY(FrustumNear[3],nr[3]);
127 < #endif
128 < }
129 <
130 < /*
131 < * smClean()            : display has been wiped clean
132 < *
133 < * Called after display has been effectively cleared, meaning that all
134 < * geometry must be resent down the pipeline in the next call to smUpdate().
135 < */
50 > /*
51 >  * smClean()           : display has been wiped clean
52 >  *
53 >  * Called after display has been effectively cleared, meaning that all
54 >  * geometry must be resent down the pipeline in the next call to smUpdate().
55 >  */
56   smClean()
57   {
58      smClean_notify = TRUE;
# Line 219 | Line 139 | register QUADTREE qt;
139      stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3));
140    }
141    else
142 <    lcnt[0]++;
142 >    if(QT_LEAF_IS_FLAG(qt))
143 >      lcnt[0]++;
144   }
145  
146  
# Line 233 | Line 154 | int lvl;
154    FVECT a,b,c;
155    register QT_LUENT *le;
156    QTRAVG *rc[4];
157 +  TRI *tri;
158    
159    if (QT_IS_EMPTY(qt))                          /* empty leaf node */
160      return(NULL);
161    if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt))        /* not in our frustum */
162      return(NULL);
163 +  if(QT_IS_LEAF(qt)  && !QT_LEAF_IS_FLAG(qt))   /* not in our frustum */
164 +    return(NULL);
165                                          /* else look up node */
166    if ((le = qtCache_find(qt)) == NULL)
167      error(SYSTEM, "out of memory in qtRender_level");
168    if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0))
169    {                                     /* compute children */
170      qtSubdivide_tri(v0,v1,v2,a,b,c);
171 <    rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,a,c,sm,lvl-1);
172 <    rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),a,v1,b,sm,lvl-1);
173 <    rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),c,b,v2,sm,lvl-1);
174 <    rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),b,c,a,sm,lvl-1);
171 >    rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,c,b,sm,lvl-1);
172 >    rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),c,v1,a,sm,lvl-1);
173 >    rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),b,a,v2,sm,lvl-1);
174 >    rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),a,b,c,sm,lvl-1);
175    }
176    if (QT_IS_EMPTY(le->qt))
177    {                                     /* let's make some data! */
# Line 270 | Line 194 | int lvl;
194      {                                   /* from triangle set */
195        OBJECT *os;
196        int s0, s1, s2;
197 <
197 >      
198        os = qtqueryset(qt);
199 <      for (n = os[0]; n; n--)
199 >      for (i = os[0]; i; i--)
200        {
201 <        qtTri_from_id(os[n],a,b,c,NULL,NULL,NULL,&s0,&s1,&s2);
201 >        if(SM_IS_NTH_T_BASE(sm,os[i]))
202 >           continue;
203 >        tri = SM_NTH_TRI(sm,os[i]);
204 >        if(!T_IS_VALID(tri))
205 >          continue;
206 >        n++;
207 >        s0 = T_NTH_V(tri,0);
208 >        s1 = T_NTH_V(tri,1);
209 >        s2 = T_NTH_V(tri,2);
210 >        VCOPY(a,SM_NTH_WV(sm,s0));
211 >        VCOPY(b,SM_NTH_WV(sm,s1));
212 >        VCOPY(c,SM_NTH_WV(sm,s2));            
213          distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
214                                  : sqrt(dist2(a,SM_VIEW_CENTER(sm)));
215          distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
# Line 288 | Line 223 | int lvl;
223          rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
224                    + SM_NTH_RGB(sm,s2)[2];
225        }
226 <      n = 3*os[0];
226 >      n *= 3;
227      }
228      if (!n)
229        return(NULL);
# Line 306 | Line 241 | int lvl;
241      VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist);
242                                          /* draw triangle */
243      glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]);
309    /* NOTE: Triangle vertex order may change */
310    glVertex3d(c[0],c[1],c[2]);
311    glVertex3d(b[0],b[1],b[2]);
244      glVertex3d(a[0],a[1],a[2]);
245 +    glVertex3d(b[0],b[1],b[2]);
246 +    glVertex3d(c[0],c[1],c[2]);
247 +
248    }
249    return(&le->av);
250   }
# Line 319 | Line 254 | smRender_stree_level(sm,lvl)
254   SM *sm;
255   int lvl;
256   {
257 <  QUADTREE root;
257 >  QUADTREE qt;
258    int i;
259    FVECT t0,t1,t2;
260 +  STREE *st;
261  
262 <  if (lvl < 1)
262 >  
263 >  if (lvl < 0)
264      return;
265 +  st = SM_LOCATOR(sm);
266    glPushAttrib(GL_LIGHTING_BIT);
267    glShadeModel(GL_FLAT);
268    glBegin(GL_TRIANGLES);
269 <  for(i=0; i < 4; i++)
269 >  for(i=0; i < ST_NUM_ROOT_NODES; i++)
270    {
271 <    root = ST_NTH_ROOT(SM_LOCATOR(sm),i);
272 <    stNth_base_verts(SM_LOCATOR(sm),i,t0,t1,t2);
273 <    qtRender_level(root,t0,t1,t2,sm,lvl-1);
271 >    qt = ST_ROOT_QT(st,i);
272 >    qtRender_level(qt,ST_NTH_V(st,i,0),ST_NTH_V(st,i,1),ST_NTH_V(st,i,2),
273 >                   sm,lvl);
274    }
275    glEnd();
276    glPopAttrib();
# Line 345 | Line 283 | int qual;
283   {
284    int i, ntarget;
285    int lvlcnt[QT_MAX_LEVELS];
286 +  STREE *st;
287  
288    if (qual <= 0)
289      return;
# Line 357 | Line 296 | int qual;
296      return;
297    for (i = QT_MAX_LEVELS; i--; )
298      lvlcnt[i] = 0;
299 <  stCount_level_leaves(lvlcnt, SM_LOCATOR(sm)->root);
299 >  
300 >  st = SM_LOCATOR(sm);
301 >  for(i=0; i < ST_NUM_ROOT_NODES;i++)
302 >    stCount_level_leaves(lvlcnt, ST_ROOT_QT(st,i));
303 >  
304    for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i])
305      if (ntarget < lvlcnt[i+1])
306        break;
# Line 377 | Line 320 | int clr;
320    int j;
321  
322    tri = SM_NTH_TRI(sm,i);
323 <  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
324 <
382 <  /* NOTE:Triangles are defined clockwise:historical relative to spherical
383 <     tris: could change
384 <     */
385 <  for(j=2; j>= 0; j--)
323 >  if (clr) SM_CLR_NTH_T_NEW(sm,i);
324 >  for(j=0; j <= 2; j++)
325    {
326   #ifdef DEBUG
327      if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j)))
# Line 408 | Line 347 | int clr;
347    int rgb[3];
348  
349    tri = SM_NTH_TRI(sm,i);
350 <  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
350 >  if (clr) SM_CLR_NTH_T_NEW(sm,i);
351  
352    /* NOTE:Triangles are defined clockwise:historical relative to spherical
353       tris: could change
# Line 433 | Line 372 | int clr;
372      rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
373      d /= (double)cnt;
374    }
375 <  for(j=2; j>= 0; j--)
375 >  for(j=0; j <= 2; j++)
376    {
377      if(SM_BG_SAMPLE(sm,ids[j]))
378      {
# Line 466 | Line 405 | int clr;
405    TRI *tri;
406    
407    tri = SM_NTH_TRI(sm,i);
408 <  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
408 >  if (clr) SM_CLR_NTH_T_NEW(sm,i);
409  
410    /* NOTE:Triangles are defined clockwise:historical relative to spherical
411       tris: could change
412       */
413 <  for(j=2; j>= 0; j--)
413 >  for(j=0; j <= 2; j++)
414    {
415        id = T_NTH_V(tri,j);
416        glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1],
# Line 502 | Line 441 | int clr;
441    glPushAttrib(GL_DEPTH_BUFFER_BIT);
442    
443    /* First draw background polygons */
505
444    glDisable(GL_DEPTH_TEST);
445    glBegin(GL_TRIANGLES);
446    SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i)
447       smRender_bg_tri(sm,i,vp,d,clr);
448    glEnd();
511  
449    glEnable(GL_DEPTH_TEST);
450    glBegin(GL_TRIANGLES);
451    SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i)
452    {
453        if(!SM_MIXED_TRI(sm,i))
454          smRender_tri(sm,i,vp,clr);
455 <     else
455 >   else
456          smRender_mixed_tri(sm,i,vp,clr);
457    }
458    glEnd();
# Line 534 | Line 471 | int i;
471  
472    tri = SM_NTH_TRI(sm,i);
473  
474 <  /* Triangles are defined clockwise:historical relative to spherical
538 <     tris: could change
539 <     */
540 <  for(j=2; j >=0; j--)
474 >  for(j=0; j <= 2; j++)
475    {
476      VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,j)));
477      glVertex3d(ptr[0],ptr[1],ptr[2]);
# Line 641 | Line 575 | int clr;
575  
576    /* Turn Depth Test off -- using Painter's algorithm */
577    glPushAttrib(GL_DEPTH_BUFFER_BIT);
578 <  glDisable(GL_DEPTH_TEST);
578 >  glDepthFunc(GL_ALWAYS);
579    d = (dev_zmin+dev_zmax)/2.0;
580    /* Now render back-to front */
581    /* First render bg triangles */
# Line 688 | Line 622 | smUpdate(view,qual)
622       epsilon is calculated as running avg of distance of sample points
623       from canonical view: m = 1/(AVG(1/r)): some fraction of this
624     */
625 +
626 +  if(!smMesh)
627 +    return;
628 +
629 +
630 +
631    d = DIST(view->vp,SM_VIEW_CENTER(smMesh));
632    if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
633    {
634        /* Re-build the mesh */
635   #ifdef TEST_DRIVER
636      odev.v = *view;
637 < #endif    
638 <      smRebuild_mesh(smMesh,view->vp);
637 > #endif  
638 >      mark_tris_in_frustum(view);
639 >      smRebuild_mesh(smMesh,view);
640    }
641    /* This is our final update iff qual==100 and view==&odev.v */
642    last_update = qual>=100 && view==&(odev.v);
643    /* Check if we should draw ALL triangles in current frustum */
644 <  if(smClean_notify || smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT)
644 >  if(smClean_notify || smNew_tri_cnt > SM_SAMPLE_TRIS(smMesh)*SM_INC_PERCENT)
645    {
646   #ifdef TEST_DRIVER
647      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
648   #else
649 <    if (SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh))
649 >    if ( SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh))
650      {
651         tmClearHisto();
652         tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
653 <       if(tmComputeMapping(0.,0.,0.) != TM_E_OK ||
654 <                   tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
655 <                                SM_NUM_SAMP(smMesh)) != TM_E_OK)
715 <            return;
653 >       tmComputeMapping(0.,0.,0.);
654 >       tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
655 >                   SM_NUM_SAMP(smMesh));
656      }
657   #endif
658      mark_tris_in_frustum(view);
# Line 727 | Line 667 | smUpdate(view,qual)
667    }
668    /* Do an incremental update instead */
669    else
670 <  {  
671 <    if(!smNew_tri_cnt)
670 >  {
671 >      if(!smNew_tri_cnt)
672        return;
673   #ifdef TEST_DRIVER
674      glDrawBuffer(GL_FRONT);
# Line 741 | Line 681 | smUpdate(view,qual)
681          if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
682             return;
683      }
684 <    if(tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t),
685 <                   SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK)
686 <          return;
684 >    tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t),
685 >                   SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t);
686 >        
687   #endif    
688      smUpdate_Rendered_mesh(smMesh,view->vp,last_update);
689      
# Line 751 | Line 691 | smUpdate(view,qual)
691      glDrawBuffer(GL_BACK);
692   #endif
693    }
694 +
695    SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh);
696 +
697    if (last_update)
698    {
699      smClean_notify = FALSE;

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