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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 3.2 by gwlarson, Thu Aug 20 16:47:21 1998 UTC vs.
Revision 3.15 by gwlarson, Thu Jun 10 15:22:23 1999 UTC

# Line 6 | Line 6 | static char SCCSid[] = "$SunId$ SGI";
6  
7   /*
8   * sm_ogl.c
9 + *
10 + *  Rendering routines for triangle mesh representation utilizing OpenGL
11   */
12   #include "standard.h"
13  
14   #include <GL/gl.h>
15  
16 < #ifdef TEST_DRIVER
17 < #include <gl/device.h>
16 < #include <GL/glu.h>
17 < #include <glut.h>
18 < #endif
19 < #include "object.h"
16 > #include "sm_flag.h"
17 > #include "sm_list.h"
18   #include "sm_geom.h"
19   #include "sm.h"
20  
21 < #ifdef TEST_DRIVER
22 < #include "sm_draw.h"
23 < /*static char smClean_notify = TRUE;
24 < MAKE STATIC LATER: ui.c using for now;
25 < */
26 < char smClean_notify = TRUE;
27 < #else
28 < static char smClean_notify = TRUE;
29 < #endif
21 > int smClean_notify = TRUE;    /*If true:Do full redraw on next update*/
22 > static int smCompute_mapping = TRUE;/*If true:re-tonemap on next update */
23 > static int smIncremental = FALSE;    /*If true: there has been incremental
24 >                                       rendering since last full draw */
25 > #define MAX_NEW_TRIS 1000
26 > #define SM_RENDER_FG 0               /* Render foreground tris only*/
27 > #define SM_RENDER_BG 1               /* Render background tris only */
28 > #define SM_RENDER_CULL 8             /* Perform view frustum culling */
29 > #define BASE 1                       /* Indicates base triangle */
30 > #define DIR 2                        /* Indicates triangle w/directional pts*/
31 > /* FOR DISPLAY LIST RENDERING: **********************************************/
32 > #define  SM_DL_LEVELS 2 /* # of levels down to create display lists */
33 > #define SM_DL_LISTS   42  /* # of qtree nodes in tree at above level:
34 >                           should be 2*(4^(SM_DL_LEVELS+1)-1)/(4-1) */
35 > static GLuint Display_lists[SM_DL_LISTS][2] = {0};
36 > /****************************************************************************/
37  
38 + /* FOR APPROXIMATION RENDERING **********************************************/
39 + typedef struct {
40 +        float   dist;           /* average distance */
41 +        BYTE    rgb[3];         /* average color */
42 + } QTRAVG;               /* average quadtree value */
43 +
44 + typedef struct {
45 +        QUADTREE        qt;     /* quadtree node (key & hash value) */
46 +        QTRAVG          av;     /* node average */
47 + } QT_LUENT;             /* lookup table entry */
48 +
49 + static QT_LUENT *qt_htbl = NULL;        /* quadtree cache */
50 + static int      qt_hsiz = 0;            /* quadtree cache size */
51 + /****************************************************************************/
52 +
53 + /* For DEPTH SORTING ********************************************************/
54 + typedef struct _T_DEPTH {
55 +  int tri;
56 +  double depth;
57 + }T_DEPTH;
58 + /**********************************************************************/
59 +
60 + /*
61 +  * smClean(tmflag)     : display has been wiped clean
62 +  *     int tmflag;
63 +  * Called after display has been effectively cleared, meaning that all
64 +  * geometry must be resent down the pipeline in the next call to smUpdate().
65 +  * If tmflag is set, tone-mapping should be performed
66 +  */
67 + smClean(tmflag)
68 +   int tmflag;
69 + {
70 +    smClean_notify = TRUE;
71 +    if(tmflag)
72 +       smCompute_mapping = TRUE;
73 + }
74 +
75   int
76 < mark_active_tris(qtptr,arg)
77 < QUADTREE *qtptr;
36 < char *arg;
76 > qtCache_init(nel)               /* initialize for at least nel elements */
77 > int     nel;
78   {
79 <  OBJECT os[MAXSET+1],*optr;
80 <  int i,t_id;
81 <  SM *sm;
79 >        static int  hsiztab[] = {
80 >                8191, 16381, 32749, 65521, 131071, 262139, 524287, 1048573, 0
81 >        };
82 >        register int  i;
83  
84 +        if (nel <= 0) {                 /* call to free table */
85 +                if (qt_hsiz) {
86 +                        free((char *)qt_htbl);
87 +                        qt_htbl = NULL;
88 +                        qt_hsiz = 0;
89 +                }
90 +                return(0);
91 +        }
92 +        nel += nel>>1;                  /* 66% occupancy */
93 +        for (i = 0; hsiztab[i]; i++)
94 +                if (hsiztab[i] > nel)
95 +                        break;
96 +        if (!(qt_hsiz = hsiztab[i]))
97 +                qt_hsiz = nel*2 + 1;            /* not always prime */
98 +        qt_htbl = (QT_LUENT *)calloc(qt_hsiz, sizeof(QT_LUENT));
99 +        if (qt_htbl == NULL)
100 +                qt_hsiz = 0;
101 +        for (i = qt_hsiz; i--; )
102 +                qt_htbl[i].qt = EMPTY;
103 +        return(qt_hsiz);
104 + }
105  
106 <  sm = (SM *)arg;
106 > QT_LUENT *
107 > qtCache_find(qt)                /* find a quadtree table entry */
108 > QUADTREE qt;
109 > {
110 >        int     i, n;
111 >        register int    ndx;
112 >        register QT_LUENT       *le;
113  
114 <  /* For each triangle in the set, set the which flag*/
115 <  if(QT_IS_EMPTY(*qtptr))
116 <  {
117 <      return(FALSE);
114 >        if (qt_hsiz == 0 && !qtCache_init(1))
115 >                return(NULL);
116 > tryagain:                               /* hash table lookup */
117 >        ndx = (unsigned long)qt % qt_hsiz;
118 >        for (i = 0, n = 1; i < qt_hsiz; i++, n += 2) {
119 >                le = &qt_htbl[ndx];
120 >                if (QT_IS_EMPTY(le->qt) || le->qt == qt)
121 >                        return(le);
122 >                if ((ndx += n) >= qt_hsiz)      /* this happens rarely */
123 >                        ndx = ndx % qt_hsiz;
124 >        }
125 >                                        /* table is full, reallocate */
126 >        le = qt_htbl;
127 >        ndx = qt_hsiz;
128 >        if (!qtCache_init(ndx+1)) {     /* no more memory! */
129 >                qt_htbl = le;
130 >                qt_hsiz = ndx;
131 >                return(NULL);
132 >        }
133 >                                        /* copy old table to new and free */
134 >        while (ndx--)
135 >                if (!QT_IS_EMPTY(le[ndx].qt))
136 >                        copystruct(qtCache_find(le[ndx].qt), &le[ndx]);
137 >        free((char *)le);
138 >        goto tryagain;                  /* should happen only once! */
139 > }
140 >
141 > stCount_level_leaves(lcnt, qt)  /* count quadtree leaf nodes at each level */
142 > int lcnt[];
143 > register QUADTREE qt;
144 > {
145 >  if (QT_IS_EMPTY(qt))
146 >    return;
147 >  if (QT_IS_TREE(qt)) {
148 >    if (!QT_IS_FLAG(qt))        /* not in our frustum */
149 >      return;
150 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0));
151 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1));
152 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2));
153 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3));
154    }
155    else
156 <  {
157 <    qtgetset(os,*qtptr);
156 >    if(QT_LEAF_IS_FLAG(qt))
157 >      lcnt[0]++;
158 > }
159  
160 <    for (i = QT_SET_CNT(os),optr = QT_SET_PTR(os); i > 0; i--)
161 <    {
162 <      t_id = QT_SET_NEXT_ELEM(optr);
163 <      /* Set the render flag */
164 <      if(SM_IS_NTH_T_BASE(sm,t_id))
165 <        continue;
166 <      SM_SET_NTH_T_ACTIVE(sm,t_id);
167 <      /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
168 <      SM_SET_NTH_T_LRU(sm,t_id);
160 > QTRAVG *
161 > qtRender_level(qt,v0,v1,v2,sm,lvl)
162 > QUADTREE qt;
163 > FVECT v0,v1,v2;
164 > SM *sm;
165 > int lvl;
166 > {
167 >  FVECT a,b,c;
168 >  register QT_LUENT *le;
169 >  QTRAVG *rc[4];
170 >  TRI *tri;
171 >  
172 >  if (QT_IS_EMPTY(qt))                          /* empty leaf node */
173 >    return(NULL);
174 >  if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt))        /* not in our frustum */
175 >    return(NULL);
176 >  if(QT_IS_LEAF(qt)  && !QT_LEAF_IS_FLAG(qt))   /* not in our frustum */
177 >    return(NULL);
178 >                                        /* else look up node */
179 >  if ((le = qtCache_find(qt)) == NULL)
180 >    error(SYSTEM, "out of memory in qtRender_level");
181 >  if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0))
182 >  {                                     /* compute children */
183 >    qtSubdivide_tri(v0,v1,v2,a,b,c);
184 >    rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,c,b,sm,lvl-1);
185 >    rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),c,v1,a,sm,lvl-1);
186 >    rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),b,a,v2,sm,lvl-1);
187 >    rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),a,b,c,sm,lvl-1);
188 >  }
189 >  if (QT_IS_EMPTY(le->qt))
190 >  {                                     /* let's make some data! */
191 >    int rgbs[3];
192 >    double distsum;
193 >    register int i, n;
194 >                                        /* average our triangle vertices */
195 >    rgbs[0] = rgbs[1] = rgbs[2] = 0;
196 >    distsum = 0.; n = 0;
197 >    if(QT_IS_TREE(qt))
198 >    {                                   /* from subtree */
199 >      for (i = 4; i--; )
200 >        if (rc[i] != NULL)
201 >        {
202 >          rgbs[0] += rc[i]->rgb[0]; rgbs[1] += rc[i]->rgb[1];
203 >          rgbs[2] += rc[i]->rgb[2]; distsum += rc[i]->dist; n++;
204 >        }
205      }
206 +    else
207 +    {                                   /* from triangle set */
208 +      OBJECT *os;
209 +      int s0, s1, s2,s_id,t_id;
210 +      TRI *tri,*t;
211 +
212 +      os = qtqueryset(qt);
213 +      for (i = os[0]; i; i--)
214 +      {
215 +        s_id = os[i];
216 +        t_id = SM_NTH_VERT(smMesh,s_id);
217 +        tri = t = SM_NTH_TRI(smMesh,t_id);
218 +        do
219 +        {
220 +          if(!SM_IS_NTH_T_BASE(sm,t_id))
221 +          {
222 +            n++;
223 +            s0 = T_NTH_V(t,0);
224 +            s1 = T_NTH_V(t,1);
225 +            s2 = T_NTH_V(t,2);
226 +            VCOPY(a,SM_NTH_WV(sm,s0));
227 +            VCOPY(b,SM_NTH_WV(sm,s1));
228 +            VCOPY(c,SM_NTH_WV(sm,s2));        
229 +            distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
230 +                                : sqrt(dist2(a,SM_VIEW_CENTER(sm)));
231 +            distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
232 +                                : sqrt(dist2(b,SM_VIEW_CENTER(sm)));
233 +            distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax
234 +                                : sqrt(dist2(c,SM_VIEW_CENTER(sm)));
235 +            rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0]
236 +              + SM_NTH_RGB(sm,s2)[0];
237 +            rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1]
238 +              + SM_NTH_RGB(sm,s2)[1];
239 +            rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
240 +              + SM_NTH_RGB(sm,s2)[2];
241 +          }
242 +
243 +          t_id = smTri_next_ccw_nbr(smMesh,t,s_id);
244 +          t = SM_NTH_TRI(smMesh,t_id);
245 +
246 +        }while(t != tri);
247 +      }
248 +      n *= 3;
249 +    }
250 +    if (!n)
251 +      return(NULL);
252 +    le->qt = qt;
253 +    le->av.rgb[0] = rgbs[0]/n; le->av.rgb[1] = rgbs[1]/n;
254 +    le->av.rgb[2] = rgbs[2]/n; le->av.dist = distsum/(double)n;
255    }
256 <  return(TRUE);
256 >  if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt)))
257 >  {                             /* render this node */
258 >                                        /* compute pseudo vertices */
259 >    VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2);
260 >    normalize(a); normalize(b); normalize(c);
261 >    VSUM(a,SM_VIEW_CENTER(sm),a,le->av.dist);
262 >    VSUM(b,SM_VIEW_CENTER(sm),b,le->av.dist);
263 >    VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist);
264 >                                        /* draw triangle */
265 >    glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]);
266 >    glVertex3d(a[0],a[1],a[2]);
267 >    glVertex3d(b[0],b[1],b[2]);
268 >    glVertex3d(c[0],c[1],c[2]);
269 >
270 >  }
271 >  return(&le->av);
272   }
273  
274  
275 < smMark_tris_in_frustum(sm,vp)
275 >
276 >
277 > smRender_approx_stree_level(sm,lvl)
278   SM *sm;
279 < VIEW *vp;
279 > int lvl;
280   {
281 <    FVECT nr[4],far[4];
281 >  QUADTREE qt;
282 >  int i;
283 >  FVECT t0,t1,t2;
284 >  STREE *st;
285  
286 <    /* Mark triangles in approx. view frustum as being active:set
287 <       LRU counter: for use in discarding samples when out
288 <       of space
289 <       Radiance often has no far clipping plane: but driver will set
290 <       dev_zmin,dev_zmax to satisfy OGL
291 <    */
286 >  
287 >  if (lvl < 0)
288 >    return;
289 >  st = SM_LOCATOR(sm);
290 >  glPushAttrib(GL_LIGHTING_BIT);
291 >  glShadeModel(GL_FLAT);
292 >  glBegin(GL_TRIANGLES);
293 >  for(i=0; i < ST_NUM_ROOT_NODES; i++)
294 >  {
295 >    qt = ST_ROOT_QT(st,i);
296 >    qtRender_level(qt,ST_NTH_V(st,i,0),ST_NTH_V(st,i,1),ST_NTH_V(st,i,2),
297 >                   sm,lvl);
298 >  }
299 >  glEnd();
300 >  glPopAttrib();
301 > }
302  
303 <    /* First clear all the triangle active flags */
304 <    smClear_flags(sm,T_ACTIVE_FLAG);
303 > /*
304 > * smRender_approx(sm,qual,view)
305 > * SM *sm;                : mesh
306 > * int qual;              : quality level
307 > * VIEW *view;            : current view
308 > *
309 > *  Renders an approximation to the current mesh based on the quadtree
310 > *  subdivision. The quadtree is traversed to a level (based upon the quality:
311 > *  the lower the quality, the fewer levels visited, and the coarser, and
312 > *  faster, the approximation). The quadtree triangles are drawn relative to
313 > *  the current viewpoint, with a depth and color averaged from all of the
314 > *  triangles that lie beneath the node.
315 > */
316 > smRender_approx(sm, qual,view)  
317 > SM *sm;
318 > int qual;
319 > VIEW *view;
320 > {
321 >  int i, n,ntarget;
322 >  int lvlcnt[QT_MAX_LEVELS];
323 >  STREE *st;
324 >  int4 *active_flag;
325  
326 <    /* calculate the world space coordinates of the view frustum */
327 <    calculate_view_frustum(vp->vp,vp->hvec,vp->vvec,vp->horiz,vp->vert,
328 <                           dev_zmin,dev_zmax,nr,far);
326 >  if (qual <= 0)
327 >    return;
328 >  smCull(sm,view,SM_ALL_LEVELS);
329 >                                /* compute rendering target */
330 >  ntarget = 0;
331  
332 <    /* Project the view frustum onto the spherical quadtree */
333 <    /* For every cell intersected by the projection of the faces
334 <       of the frustum: mark all triangles in the cell as ACTIVE-
335 <       Also set the triangles LRU clock counter
336 <       */
337 <    /* Need to do tonemap call */
95 <    /* Near face triangles */
96 <    smLocator_apply_func(sm,nr[0],nr[2],nr[3],mark_active_tris,(char *)(sm));
97 <    smLocator_apply_func(sm,nr[2],nr[0],nr[1],mark_active_tris,(char *)(sm));
98 <    /* Right face triangles */
99 <    smLocator_apply_func(sm,nr[0],far[3],far[0],mark_active_tris,(char *)(sm));
100 <    smLocator_apply_func(sm,far[3],nr[0],nr[3],mark_active_tris,(char *)(sm));
101 <    /* Left face triangles */
102 <    smLocator_apply_func(sm,nr[1],far[2],nr[2],mark_active_tris,(char *)(sm));
103 <    smLocator_apply_func(sm,far[2],nr[1],far[1],mark_active_tris,(char *)(sm));
104 <    /* Top face triangles */
105 <    smLocator_apply_func(sm,nr[0],far[0],nr[1],mark_active_tris,(char *)(sm));
106 <    smLocator_apply_func(sm,nr[1],far[0],far[1],mark_active_tris,(char *)(sm));
107 <    /* Bottom face triangles */
108 <    smLocator_apply_func(sm,nr[3],nr[2],far[3],mark_active_tris,(char *)(sm));
109 <    smLocator_apply_func(sm,nr[2],far[2],far[3],mark_active_tris,(char *)(sm));
110 <    /* Far face triangles */
111 <   smLocator_apply_func(sm,far[0],far[2],far[1],mark_active_tris,(char *)(sm));
112 <   smLocator_apply_func(sm,far[2],far[0],far[3],mark_active_tris,(char *)(sm));
332 >  active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG);
333 >  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
334 >    if(active_flag[n])
335 >      for(i=0; i < 32; i++)
336 >        if(active_flag[n] & (1L << i))
337 >          ntarget++;
338  
339 < #ifdef TEST_DRIVER
340 <    VCOPY(FrustumFar[0],far[0]);
341 <    VCOPY(FrustumFar[1],far[1]);
342 <    VCOPY(FrustumFar[2],far[2]);
343 <    VCOPY(FrustumFar[3],far[3]);
344 <    VCOPY(FrustumNear[0],nr[0]);
345 <    VCOPY(FrustumNear[1],nr[1]);
346 <    VCOPY(FrustumNear[2],nr[2]);
347 <    VCOPY(FrustumNear[3],nr[3]);
348 < #endif
339 >  ntarget = ntarget*qual/MAXQUALITY;
340 >  if (!ntarget)
341 >    return;
342 >  for (i = QT_MAX_LEVELS; i--; )
343 >    lvlcnt[i] = 0;
344 >  
345 >  st = SM_LOCATOR(sm);
346 >  for(i=0; i < ST_NUM_ROOT_NODES;i++)
347 >    stCount_level_leaves(lvlcnt, ST_ROOT_QT(st,i));
348 >  
349 >  for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i])
350 >    if (ntarget < lvlcnt[i+1])
351 >      break;
352 >                                /* compute and render target level */
353 >  smRender_approx_stree_level(sm,i);
354   }
355  
356 + #ifndef LORES
357 + #define GLVERTEX3V(v) glVertex3dv(v)
358 + #else
359 + #define GLVERTEX3V(v) glVertex3fv(v)
360 + #endif
361 +
362 + #define render_tri(v0,v1,v2,rgb0,rgb1,rgb2) \
363 +  {glColor3ub(rgb0[0],rgb0[1],rgb0[2]); GLVERTEX3V(v0); \
364 +  glColor3ub(rgb1[0],rgb1[1],rgb1[2]);  GLVERTEX3V(v1); \
365 +  glColor3ub(rgb2[0],rgb2[1],rgb2[2]);  GLVERTEX3V(v2);}
366 +
367   /*
368 < * smClean()            : display has been wiped clean
369 < *
370 < * Called after display has been effectively cleared, meaning that all
371 < * geometry must be resent down the pipeline in the next call to smUpdate().
368 > * render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,b0,b1,b2)
369 > *  SFLOAT v0[3],v1[3],v2[3];      : triangle vertex coordinates
370 > *  BYTE rgb0[3],rgb1[3],rgb2[3]; : vertex RGBs
371 > *  int b0,b1,b2;                 : background or base vertex flag
372 > *  
373 > *  For triangles with one or more base or directional vertices.
374 > *  render base vertex color as average of the background  and foreground
375 > *  vertex RGBs. The coordinates for a fg vertex are calculated by
376 > *  subtracting off the current view,normalizing, then scaling to fit
377 > * into the current frustum.
378   */
379 < smClean()
379 > render_mixed_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,vc,bg0,bg1,bg2)
380 > SFLOAT v0[3],v1[3],v2[3];
381 > BYTE rgb0[3],rgb1[3],rgb2[3];
382 > FVECT vp,vc;
383 > int bg0,bg1,bg2;
384   {
385 <  /* Mark all triangles in the frustum as active */
386 <    if(!smMesh || SM_NUM_TRIS(smMesh)==0)
387 <       return;
388 <    
389 < #ifdef TEST_DRIVER
390 <    smMark_tris_in_frustum(smMesh,&Current_View);
391 < #else
392 <    smMark_tris_in_frustum(smMesh,&(odev.v));
393 < #endif
394 <    smClean_notify = TRUE;
385 >  double d,p[3];
386 >  int j,cnt,rgb[3];
387 >  
388 >  /* Average color from bg vertices */
389 >  cnt = 0;
390 >  if(bg0 == BASE || bg1==BASE || bg2 == BASE)
391 >  {
392 >    rgb[0] = rgb[1] = rgb[2] = 0;
393 >    if(bg0 != BASE)
394 >      {
395 >        IADDV3(rgb,rgb0);
396 >        cnt++;
397 >      }
398 >    if(bg1 != BASE)
399 >      {
400 >        IADDV3(rgb,rgb1);
401 >        cnt++;
402 >      }
403 >    if(bg2 != BASE)
404 >      {
405 >        IADDV3(rgb,rgb2);
406 >        cnt++;
407 >      }
408 >    IDIVV3(rgb,cnt);
409 >  }
410 >  if(bg0 == BASE)
411 >    glColor3i(rgb[0],rgb[1],rgb[2]);
412 >  else
413 >    glColor3ub(rgb0[0],rgb0[1],rgb0[2]);
414 >
415 >  if(!bg0)
416 >  {
417 >    VSUB(p,v0,vp);
418 >    normalize(p);
419 >    IADDV3(p,vc);
420 >    glVertex3dv(p);
421 >  }
422 >  else
423 >    GLVERTEX3V(v0);
424 >
425 >  if(bg1 == BASE)
426 >    glColor3i(rgb[0],rgb[1],rgb[2]);
427 >  else
428 >    glColor3ub(rgb1[0],rgb1[1],rgb1[2]);
429 >
430 >  if(!bg1)
431 >  {
432 >    VSUB(p,v1,vp);
433 >    normalize(p);
434 >    IADDV3(p,vc);
435 >    glVertex3dv(p);
436 >  }
437 >  else
438 >    GLVERTEX3V(v1);
439 >
440 >  if(bg2 == BASE)
441 >    glColor3i(rgb[0],rgb[1],rgb[2]);
442 >  else
443 >    glColor3ub(rgb2[0],rgb2[1],rgb2[2]);
444 >
445 >  if(!bg2)
446 >  {
447 >    VSUB(p,v2,vp);
448 >    normalize(p);
449 >    IADDV3(p,vc);
450 >    glVertex3dv(p);
451 >  }
452 >  else
453 >    GLVERTEX3V(v2);
454   }
455  
456 + /*
457 + * smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
458 + * SM *sm;                         : mesh
459 + * FVECT vp;                       : current viewpoint
460 + * int4  *t_flag,*bg_flag;         : triangle flags: t_flag is generic,
461 + *                                   and bg_flag indicates if background tri;
462 + * SFLOAT (*wp)[3];BYTE  (*rgb)[3]; : arrays of sample points and RGB colors
463 + *
464 + * Sequentially traverses triangle list and renders all valid tris who
465 + * have t_flag set, and bg_flag set.
466 + */
467  
468 < smRender_tri(sm,i,vp)
468 > smRender_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
469   SM *sm;
149 int i;
470   FVECT vp;
471 + int4 *t_flag,*bg_flag;
472 + SFLOAT (*wp)[3];
473 + BYTE  (*rgb)[3];
474   {
475 +  double d;
476 +  int v0_id,v1_id,v2_id;
477 +  int i,n,bg0,bg1,bg2;
478    TRI *tri;
153  double ptr[3];
154  int j;
479  
480 <  tri = SM_NTH_TRI(sm,i);
481 <  SM_CLEAR_NTH_T_NEW(sm,i);
482 <  if(smNew_tri_cnt)
483 <     smNew_tri_cnt--;
484 <  /* NOTE:Triangles are defined clockwise:historical relative to spherical
485 <     tris: could change
486 <     */
487 <  for(j=2; j>= 0; j--)
480 >  glMatrixMode(GL_MODELVIEW);
481 >
482 >  glPushMatrix();
483 >  glTranslated(vp[0],vp[1],vp[2]);
484 >  /* The points are a distance of 1 away from the origin: if necessary scale
485 >     so that they fit in frustum and are therefore not clipped away
486 >   */
487 >  if(dev_zmin >= 0.99)
488    {
489 < #ifdef DEBUG
490 <    if(SM_BG_SAMPLE(sm,T_NTH_V(tri,j)))
167 <      eputs("SmRenderTri(): shouldnt have bg samples\n");
168 < #endif
169 <    glColor3ub(SM_NTH_RGB(sm,T_NTH_V(tri,j))[0],
170 <               SM_NTH_RGB(sm,T_NTH_V(tri,j))[1],
171 <               SM_NTH_RGB(sm,T_NTH_V(tri,j))[2]);
172 <    VCOPY(ptr,SM_T_NTH_WV(sm,tri,j));
173 <    glVertex3d(ptr[0],ptr[1],ptr[2]);
489 >    d = (dev_zmin+dev_zmax)/2.0;
490 >    glScaled(d,d,d);
491    }
492 +  /* move relative to the new view */
493 +  /* move points to unit sphere at origin */
494 +  glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1],
495 +               -SM_VIEW_CENTER(sm)[2]);
496 +  glBegin(GL_TRIANGLES);
497 +  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
498 +    if(t_flag[n] & bg_flag[n])
499 +      for(i=0; i < 32; i++)
500 +        if(t_flag[n] & bg_flag[n] & (1L << i))
501 +         {
502 +           tri = SM_NTH_TRI(sm,(n<<5)+i);
503 +           v0_id = T_NTH_V(tri,0);
504 +           v1_id = T_NTH_V(tri,1);
505 +           v2_id = T_NTH_V(tri,2);
506 +           bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0;
507 +           bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0;
508 +           bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0;
509 +           if(bg0==DIR && bg1==DIR && bg2==DIR)
510 +             render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
511 +                rgb[v2_id])
512 +           else
513 +             render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
514 +              rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2);
515 +         }
516 +  glEnd();
517 +
518 +  glPopMatrix();
519 +
520   }
521 + /*
522 + * smRender_new_bg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
523 + * SM *sm;                         : mesh
524 + * FVECT vp;                       : current viewpoint
525 + * int4  *t_flag,*bg_flag;         : triangle flags: t_flag is generic,
526 + *                                   and bg_flag indicates if background tri;
527 + * SFLOAT (*wp)[3];BYTE  (*rgb)[3]; : arrays of sample points and RGB colors
528 + *
529 + * Sequentially traverses triangle list and renders all valid tris who
530 + * have t_flag set, and bg_flag set.
531 + */
532  
533 < /* NOTE SEEMS BAD TO PENALIZE POLYGONS INFRONT BY LETTING
178 < ADJACENT TRIANGLES TO BG be BG
179 < */
180 < smRender_bg_tri(sm,i,vp,d)
533 > smRender_new_bg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb)
534   SM *sm;
182 int i;
535   FVECT vp;
536 < double d;
536 > int4 *new_flag,*active_flag,*bg_flag;
537 > SFLOAT (*wp)[3];
538 > BYTE  (*rgb)[3];
539   {
540 +  double d;
541 +  int v0_id,v1_id,v2_id;
542 +  int i,n,bg0,bg1,bg2;
543    TRI *tri;
187  FVECT p;
188  int j,ids[3],cnt;
189  int rgb[3];
544  
545 +  glMatrixMode(GL_MODELVIEW);
546  
547 <  tri = SM_NTH_TRI(sm,i);
548 <  SM_CLEAR_NTH_T_NEW(sm,i);
549 <  if(smNew_tri_cnt)
550 <     smNew_tri_cnt--;
551 <  /* NOTE:Triangles are defined clockwise:historical relative to spherical
552 <     tris: could change
553 <     */
547 >  glPushMatrix();
548 >  glTranslated(vp[0],vp[1],vp[2]);
549 >  /* The points are a distance of 1 away from the origin: if necessary scale
550 >     so that they fit in frustum and are therefore not clipped away
551 >   */
552 >  if(dev_zmin >= 0.99)
553 >  {
554 >    d = (dev_zmin+dev_zmax)/2.0;
555 >    glScaled(d,d,d);
556 >  }
557 >  /* move relative to the new view */
558 >  /* move points to unit sphere at origin */
559 >  glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1],
560 >               -SM_VIEW_CENTER(sm)[2]);
561 >  glBegin(GL_TRIANGLES);
562 >  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
563 >    if(new_flag[n] & active_flag[n] & bg_flag[n])
564 >      for(i=0; i < 32; i++)
565 >        if(new_flag[n] & active_flag[n] & bg_flag[n] & (1L << i))
566 >         {
567 >           tri = SM_NTH_TRI(sm,(n<<5)+i);
568 >           v0_id = T_NTH_V(tri,0);
569 >           v1_id = T_NTH_V(tri,1);
570 >           v2_id = T_NTH_V(tri,2);
571 >           bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0;
572 >           bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0;
573 >           bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0;
574 >           if(bg0==DIR && bg1==DIR && bg2==DIR)
575 >             render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
576 >                rgb[v2_id])
577 >           else
578 >             render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
579 >              rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2);
580 >         }
581 >  glEnd();
582 >
583 >  glPopMatrix();
584 >
585 > }
586 >
587 > /*
588 > * render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2)
589 > *  SFLOAT v0[3],v1[3],v2[3];       : triangle vertex coordinates
590 > *  BYTE rgb0[3],rgb1[3],rgb2[3];  : vertex RGBs
591 > *  FVECT vp;                      : current viewpoint
592 > *  int b0,b1,b2;                  : vertex base flag
593 > *  
594 > *  render base vertex color as average of the non-base vertex RGBs. The
595 > *  base vertex coordinate is taken as the stored vector, scaled out by
596 > *  the average distance to the non-base vertices
597 > */
598 > render_base_tri(v0,v1,v2,rgb0,rgb1,rgb2,vp,b0,b1,b2)
599 > SFLOAT v0[3],v1[3],v2[3];
600 > BYTE rgb0[3],rgb1[3],rgb2[3];
601 > FVECT vp;
602 > int b0,b1,b2;
603 > {
604 >  int cnt;
605 >  int rgb[3];
606 >  double d;
607 >  double p[3];
608 >
609    cnt = 0;
610    rgb[0] = rgb[1] = rgb[2] = 0;
611 <  for(j=0;j<3;j++)
611 >  d = 0.0;
612 >
613 >  if(b0&&b1&&b2)
614 >    return;
615 >  /* First calculate color and coordinates
616 >     for base vertices based on world space vertices*/
617 >  if(!b0)
618    {
619 <    ids[j] = T_NTH_V(tri,j);
620 <    if(SM_BG_SAMPLE(sm,ids[j]))
621 <    {
206 <      rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
207 <      rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
208 <      rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
209 <      cnt++;
210 <    }
619 >    IADDV3(rgb,rgb0);
620 >    d += DIST(v0,vp);
621 >    cnt++;
622    }
623 <  if(cnt)
623 >  if(!b1)
624    {
625 <    rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
626 <  }
627 <  for(j=2; j>= 0; j--)
625 >    IADDV3(rgb,rgb1);
626 >    d += DIST(v1,vp);
627 >    cnt++;
628 >  }
629 >  if(!b2)
630    {
631 <    if(SM_BG_SAMPLE(sm,ids[j]))
632 <      glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
633 <                 SM_NTH_RGB(sm,ids[j])[2]);
221 <    else
222 <      glColor3ub(rgb[0],rgb[1],rgb[2]);
223 <    if(SM_BG_SAMPLE(sm,ids[j]))
224 <      VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
225 <    else
226 <      smDir(sm,p,ids[j]);
227 <    if(dev_zmin > 1.0)
228 <    {
229 <      p[0] *= d;
230 <      p[1] *= d;
231 <      p[2] *= d;
232 <    }
233 <    VADD(p,p,vp);
234 <    glVertex3d(p[0],p[1],p[2]);
631 >    IADDV3(rgb,rgb2);
632 >    d += DIST(v2,vp);
633 >    cnt++;
634    }
635 +  IDIVV3(rgb,cnt);
636 +  d /= (double)cnt;
637 +  
638 +  /* Now render triangle */
639 +  if(b0)
640 +  {
641 +    glColor3ub(rgb[0],rgb[1],rgb[2]);
642 +    SUBV3(p,v0,vp);
643 +    ISCALEV3(p,d);
644 +    IADDV3(p,vp);
645 +    glVertex3dv(p);    
646 +  }
647 +  else
648 +  {
649 +    glColor3ub(rgb0[0],rgb0[1],rgb0[2]);
650 +    GLVERTEX3V(v0);
651 +  }
652 +  if(b1)
653 +  {
654 +    glColor3ub(rgb[0],rgb[1],rgb[2]);
655 +    SUBV3(p,v1,vp);
656 +    ISCALEV3(p,d);
657 +    IADDV3(p,vp);
658 +    glVertex3dv(p);
659 +  }
660 +  else
661 +  {
662 +    glColor3ub(rgb1[0],rgb1[1],rgb1[2]);
663 +    GLVERTEX3V(v1);
664 +  }
665 +  if(b2)
666 +  {
667 +    glColor3ub(rgb[0],rgb[1],rgb[2]);
668 +    SUBV3(p,v2,vp);
669 +    ISCALEV3(p,d);
670 +    IADDV3(p,vp);
671 +    glVertex3dv(p);
672 +  }
673 +  else
674 +  {
675 +    glColor3ub(rgb2[0],rgb2[1],rgb2[2]);
676 +    GLVERTEX3V(v2);
677 +  }
678   }
679 <
680 < smRender_mesh(sm,vp)
679 > /*
680 > * smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
681 > * SM *sm;                        : mesh
682 > * FVECT vp;                      : current viewpoint
683 > * int4  *t_flag,*bg_flag;        : triangle flags: t_flag is generic,bg_flag
684 > *                                  indicates if background tri;
685 > * SFLOAT (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors
686 > *
687 > * Sequentially gos through triangle list and renders all valid tris who
688 > * have t_flag set, and NOT bg_flag set.
689 > */
690 > smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
691   SM *sm;
692   FVECT vp;
693 + int4  *t_flag,*bg_flag;
694 + SFLOAT (*wp)[3];
695 + BYTE  (*rgb)[3];
696   {
242  int i;
697    TRI *tri;
698 <  double ptr[3],d;
699 <  int j;
246 <
247 <  d = (dev_zmin+dev_zmax)/2.0;
248 <  glPushAttrib(GL_DEPTH_BUFFER_BIT);
698 >  int i,n,b0,b1,b2;
699 >  int v0_id,v1_id,v2_id;
700    
250  /* First draw background polygons */
251
252  glDisable(GL_DEPTH_TEST);
701    glBegin(GL_TRIANGLES);
702 <  SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i)
703 <    smRender_bg_tri(sm,i,vp,d);
702 >  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
703 >    if(t_flag[n])
704 >      for(i=0; i < 32; i++)
705 >        if(t_flag[n] & (1L << i) & ~bg_flag[n])
706 >         {
707 >           tri = SM_NTH_TRI(sm,(n<<5)+i);
708 >           v0_id = T_NTH_V(tri,0);
709 >           v1_id = T_NTH_V(tri,1);
710 >           v2_id = T_NTH_V(tri,2);
711 >           b0 = SM_BASE_ID(sm,v0_id);
712 >           b1 = SM_BASE_ID(sm,v1_id);
713 >           b2 = SM_BASE_ID(sm,v2_id);
714 >           if(b0 || b1 || b2)
715 >             render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
716 >             rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2);
717 >           else
718 >             render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
719 >                        rgb[v2_id])
720 >
721 >         }
722    glEnd();
257  
258  glEnable(GL_DEPTH_TEST);
259  glBegin(GL_TRIANGLES);
260  SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i)
261    smRender_tri(sm,i,vp);
262  glEnd();
723  
264  glPopAttrib();
724   }
725 < smRender_tri_edges(sm,i)
725 >
726 > /*
727 > * smRender_fg_tris(sm,vp,t_flag,bg_flag,wp,rgb)
728 > * SM *sm;                        : mesh
729 > * FVECT vp;                      : current viewpoint
730 > * int4  *t_flag,*bg_flag;        : triangle flags: t_flag is generic,bg_flag
731 > *                                  indicates if background tri;
732 > * SFLOAT (*wp)[3];BYTE (*rgb)[3]; : arrays of sample points and RGB colors
733 > *
734 > * Sequentially gos through triangle list and renders all valid tris who
735 > * have t_flag set, and NOT bg_flag set.
736 > */
737 > smRender_new_fg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb)
738   SM *sm;
739 < int i;
739 > FVECT vp;
740 > int4  *new_flag,*active_flag,*bg_flag;
741 > SFLOAT (*wp)[3];
742 > BYTE  (*rgb)[3];
743   {
744    TRI *tri;
745 <  int j;
746 <  double ptr[3];
745 >  int i,n,b0,b1,b2;
746 >  int v0_id,v1_id,v2_id;
747 >  
748 >  glBegin(GL_TRIANGLES);
749 >  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
750 >    if(new_flag[n] & active_flag[n])
751 >      for(i=0; i < 32; i++)
752 >        if(new_flag[n] & active_flag[n] & (1L << i) & ~bg_flag[n])
753 >         {
754 >           tri = SM_NTH_TRI(sm,(n<<5)+i);
755 >           v0_id = T_NTH_V(tri,0);
756 >           v1_id = T_NTH_V(tri,1);
757 >           v2_id = T_NTH_V(tri,2);
758 >           b0 = SM_BASE_ID(sm,v0_id);
759 >           b1 = SM_BASE_ID(sm,v1_id);
760 >           b2 = SM_BASE_ID(sm,v2_id);
761 >           if(b0 || b1 || b2)
762 >             render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
763 >             rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2);
764 >           else
765 >             render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
766 >                        rgb[v2_id])
767  
768 +         }
769 +  glEnd();
770  
275  tri = SM_NTH_TRI(sm,i);
276
277  /* Triangles are defined clockwise:historical relative to spherical
278     tris: could change
279     */
280  for(j=2; j >=0; j--)
281  {
282    VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,j)));
283    glVertex3d(ptr[0],ptr[1],ptr[2]);
284    VCOPY(ptr,SM_NTH_WV(sm,T_NTH_V(tri,(j+1)%3)));
285    glVertex3d(ptr[0],ptr[1],ptr[2]);
286  }
771   }
772  
773 +
774   int
775   compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
776   {
777    double d;
778  
779    d = td2->depth-td1->depth;
295  
780    if(d > 0.0)
781      return(1);
782    if(d < 0.0)
783      return(-1);
300  
784    return(0);
785   }
786  
787 < smDepth_sort_tris(sm,vp,td)
787 >
788 > /*
789 > * smOrder_new_tris(sm,vp,td)
790 > * SM *sm;      : mesh
791 > * FVECT vp;    : current viewpoint
792 > * T_DEPTH *td; : holds returned list of depth sorted tris
793 > *
794 > * Creates list of all new tris, with their distance from the current
795 > * viewpoint, and sorts the list based on this distance
796 > */
797 > T_DEPTH
798 > *smOrder_new_tris(sm,vp)
799   SM *sm;
800 < VIEW *vp;
307 < T_DEPTH *td;
800 > FVECT vp;
801   {
802 <  int i,j,t_id;
802 >  T_DEPTH *td;
803 >  int n,i,j,tcnt,v,size;
804    TRI *tri;
805 <  double d[3];
805 >  double d,min_d;
806 >  FVECT diff;
807 >  int4 *new_flag,*bg_flag,*active_flag;
808 >  
809 > td = (T_DEPTH *)tempbuf(MAX_NEW_TRIS*sizeof(T_DEPTH),FALSE);
810 > size = MAX_NEW_TRIS;
811  
812 <  i = 0;
813 <  SM_FOR_ALL_NEW_TRIS(sm,t_id)
814 <  {
815 <    if(i >= smNew_tri_cnt)
816 <    {
817 < #ifdef DEBUG
818 <        eputs("smDepth_sort_tris(): more new tris then counted\n");
819 < #endif
820 <        break;
821 <    }
822 <    tri = SM_NTH_TRI(sm,t_id);
823 <    td[i].tri = t_id;
824 <    for(j=0;j < 3;j++)
825 <      d[j] = DIST(vp->vp,SM_T_NTH_WV(sm,tri,j));
826 <    td[i].depth = MIN_VEC3(d);
827 <    i++;
812 >  tcnt=0;
813 >  new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG);
814 >  bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG);
815 >  active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG);
816 >  for(n=((SM_NUM_TRI(sm)+31)>>5) +1; --n;)
817 >    if(active_flag[n] & new_flag[n] & ~bg_flag[n])
818 >      for(i=0; i < 32; i++)
819 >        if(active_flag[n] & new_flag[n] & (1L << i) & ~bg_flag[n])
820 >         {
821 >           tri = SM_NTH_TRI(sm,(n<<5)+i);
822 >           if(tcnt+1 >= size)
823 >           {
824 >             size += 100;
825 >             td = (T_DEPTH *)tempbuf(size*sizeof(T_DEPTH),TRUE);
826 >           }
827 >           td[tcnt].tri = (n << 5)+i;
828 >           min_d = -1;
829 >           for(j=0;j < 3;j++)
830 >             {
831 >               v = T_NTH_V(tri,j);
832 >               VSUB(diff,SM_NTH_WV(sm,v),vp);
833 >               d = DOT(diff,diff);
834 >               if(min_d == -1 || d < min_d)
835 >                 min_d = d;
836 >             }
837 >           td[tcnt++].depth = min_d;
838    }
839 <  qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths);
839 >  td[tcnt].tri = -1;
840 >  if(tcnt)
841 >      qsort((void *)td,tcnt,sizeof(T_DEPTH),compare_tri_depths);
842 >  return(td);
843   }
844  
845 + /*
846 + * smUpdate_tm(sm)   : Update the tone-mapping
847 + * SM *sm;           : mesh
848 + *
849 + */
850 + smUpdate_tm(sm)
851 + SM *sm;
852 + {
853 +  int t = SM_TONE_MAP(sm);
854  
855 < smUpdate_Rendered_mesh(sm,vp)
855 >  if(t==0 || smCompute_mapping)
856 >  {
857 >    tmClearHisto();
858 >    tmAddHisto(SM_BRT(sm),SM_NUM_SAMP(sm),1);
859 >    if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
860 >      return;
861 >    t = 0;
862 >    smCompute_mapping = FALSE;
863 >  }
864 >  tmMapPixels(SM_NTH_RGB(sm,t),&SM_NTH_BRT(sm,t),SM_NTH_CHR(sm,t),
865 >              SM_NUM_SAMP(sm)-t);
866 >  SM_TONE_MAP(sm) = SM_NUM_SAMP(sm);
867 > }
868 >
869 > /*
870 > *   smRender_inc(sm,vp)      : Incremental update of mesh
871 > *    SM * sm;                : mesh
872 > *    FVECT vp;               : current view point
873 > *
874 > *  If a relatively small number of new triangles have been created,
875 > *  do an incremental update. Render new triangles with depth buffering
876 > *  turned off, if the current viewpoint is not the same as canonical view-
877 > *  point, must use painter's approach to resolve visibility:first depth sort
878 > *  triangles, then render back-to-front.  
879 > */
880 > smRender_inc(sm,vp)
881   SM *sm;
882 < VIEW *vp;
882 > FVECT vp;
883   {
884 <  static T_DEPTH *td= NULL;
885 <  static int tsize = 0;
886 <  int i;
887 <  GLint depth_test;
888 <  double d;
884 >  int i,n,v0_id,v1_id,v2_id,b0,b1,b2;
885 >  TRI *tri;
886 >  SFLOAT (*wp)[3];
887 >  BYTE  (*rgb)[3];
888 >  int4  *new_flag,*bg_flag,*active_flag;
889 >  T_DEPTH *td = NULL;
890  
891 +
892    /* For all of the NEW triangles (since last update): assume
893       ACTIVE. Go through and sort on depth value (from vp). Turn
894       Depth Buffer test off and render back-front
895       */
896 <  /* NOTE: could malloc each time or hard code */
897 <  if(smNew_tri_cnt > tsize)
896 >
897 >  /* Must depth sort if view points do not coincide */
898 >  if(!EQUAL_VEC3(SM_VIEW_CENTER(sm),vp))
899 >    td =  smOrder_new_tris(sm,vp);
900 >  wp = SM_WP(sm);
901 >  rgb =SM_RGB(sm);
902 >  new_flag = SM_NTH_FLAGS(sm,T_NEW_FLAG);
903 >  active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG);
904 >  bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG);
905 >  /* Turn Depth Test off -- using Painter's algorithm */
906 >  glPushAttrib(GL_DEPTH_BUFFER_BIT);
907 >  glDepthFunc(GL_ALWAYS);
908 >
909 >  smRender_new_bg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb);
910 >  if(!td)
911 >    smRender_new_fg_tris(sm,vp,new_flag,active_flag,bg_flag,wp,rgb);
912 >  else
913    {
914 <    if(td)
915 <      free(td);
916 <    td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH));
917 <    tsize = smNew_tri_cnt;
914 >    glBegin(GL_TRIANGLES);
915 >    for(i=0; td[i].tri != -1;i++)
916 >    {
917 >      tri = SM_NTH_TRI(sm,td[i].tri);
918 >      /* Dont need to check for valid tri because flags are
919 >         cleared on delete
920 >         */
921 >      v0_id = T_NTH_V(tri,0);
922 >      v1_id = T_NTH_V(tri,1);
923 >      v2_id = T_NTH_V(tri,2);
924 >      b0 = SM_BASE_ID(sm,v0_id);
925 >      b1 = SM_BASE_ID(sm,v1_id);
926 >      b2 = SM_BASE_ID(sm,v2_id);
927 >      if(b0 || b1 || b2)
928 >        render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
929 >                        rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),b0,b1,b2);
930 >      else
931 >        render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
932 >                   rgb[v2_id])
933 >    }
934 >    glEnd();
935 >    freebuf(td);
936    }
937 <  if(!td)
937 >  /* Restore Depth Test */
938 >  glPopAttrib();
939 > }
940 >
941 > /*
942 > * smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,max_level,leaf_cnt,which)
943 > *  SM *sm;              : mesh
944 > *  QUADTREE qt;         : quadtree base node
945 > *  FVECT vp;            : current viewpoint
946 > *  SFLOAT (*wp)[3];      : array of sample points
947 > *  BYTE (*rgb)[3];      : array of RGB values for samples
948 > *  int i,level_i,level,max_level,leaf_cnt;
949 > *                       : variables to keep track of where
950 > *         we are in the quadtree traversal in order to map nodes to
951 > *         corresponding array locations, where nodes are stored in breadth-
952 > *         first order. i is the index of the current node,level_i is the
953 > *         index of the first node on the current quadtree level, max_level is
954 > *         the maximum number of levels to traverse, and leaf_cnt is the number
955 > *         of leaves on the current level
956 > *  int which;          flag indicates whether to render fg or bg tris
957 > *
958 > *
959 > *    Render the tris stored in qtree using display lists. For each node at
960 > *   the leaf or max_level, call the display_list if it exists, else traverse
961 > *   down the subtree and render the nodes into a new display list which is
962 > *   stored for future use.
963 > */
964 > smRender_qtree_dl(sm,qt,vp,wp,rgb,i,level_i,level,max_level,leaf_cnt,which)
965 > SM *sm;
966 > QUADTREE qt;
967 > FVECT vp;
968 > SFLOAT (*wp)[3];
969 > BYTE  (*rgb)[3];
970 > int i,level_i,level,max_level,leaf_cnt;
971 > int which;
972 > {
973 >  int j;
974 >  
975 >  if(QT_IS_EMPTY(qt))
976 >    return;
977 >
978 >  if(QT_IS_LEAF(qt) || level == max_level)
979    {
980 <    error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n");
980 >    if(QT_IS_LEAF(qt))
981 >    {
982 >      if(!QT_LEAF_IS_FLAG(qt))
983 >        return;
984 >    }
985 >    else
986 >      if(!QT_IS_FLAG(qt))
987 >        return;
988 >
989 >    if(!Display_lists[i][which])
990 >    {
991 >      Display_lists[i][which] = i+1 + which*SM_DL_LISTS;
992 >      glNewList(Display_lists[i][which],GL_COMPILE_AND_EXECUTE);
993 >      smClear_flags(sm,T_NEW_FLAG);
994 >      glBegin(GL_TRIANGLES);
995 >      smRender_qtree(sm,qt,vp,wp,rgb,which,FALSE);
996 >      glEnd();
997 >      glEndList();
998 >    }
999 >    else
1000 >    {
1001 >      glCallList(Display_lists[i][which]);
1002 >    }
1003    }
1004 <  smDepth_sort_tris(sm,vp,td);
1004 >  else
1005 >    if(QT_IS_FLAG(qt))
1006 >    {
1007 >      i = ((i - level_i)<< 2) + level_i + leaf_cnt;
1008 >      level_i += leaf_cnt;
1009 >      leaf_cnt <<= 2;
1010 >      for(j=0; j < 4; j++)
1011 >        smRender_qtree_dl(sm,QT_NTH_CHILD(qt,j),vp,wp,rgb,
1012 >                        i+j,level_i,level+1,max_level,leaf_cnt,which);
1013 >    }
1014  
1015 <  /* Turn Depth Test off */
363 <  glPushAttrib(GL_DEPTH_BUFFER_BIT);
364 <  glDepthFunc(GL_ALWAYS);          /* Turn off Depth-painter's algorithm */
1015 > }
1016  
1017 <  d = (dev_zmin+dev_zmax)/2.0;
1018 <  /* Now render back-to front */
1019 <  /* First render bg triangles */
1017 > /*
1018 > * smRender_qtree(sm,qt,vp,wp,rgb,which,cull) : Render the tris stored in qtree
1019 > *  SM *sm;             : mesh
1020 > *  QUADTREE qt;        : quadtree base node
1021 > *  FVECT vp;           : current viewpoint
1022 > *  SFLOAT (*wp)[3]      : array of sample points
1023 > *  BYTE (*rgb)[3]      : array of RGB values for samples
1024 > *  int which;          : flag indicates whether to render fg or bg tris
1025 > *  int cull;           : if true, only traverse active (flagged) nodes
1026 > *
1027 > */
1028 > smRender_qtree(sm,qt,vp,wp,rgb,which,cull)
1029 > SM *sm;
1030 > QUADTREE qt;
1031 > FVECT vp;
1032 > SFLOAT (*wp)[3];
1033 > BYTE  (*rgb)[3];
1034 > int which,cull;
1035 > {
1036 >  int i;
1037 >  
1038 >  if(QT_IS_EMPTY(qt))
1039 >    return;
1040 >
1041 >  if(QT_IS_LEAF(qt))
1042 >  {
1043 >    TRI *t,*tri;
1044 >    OBJECT *optr;
1045 >    int v0_id,v1_id,v2_id,bg0,bg1,bg2;
1046 >    int t_id,s_id;
1047 >
1048 >    if(cull && !QT_LEAF_IS_FLAG(qt))
1049 >      return;
1050 >
1051 >    optr = qtqueryset(qt);
1052 >    for (i = QT_SET_CNT(optr);i > 0; i--)
1053 >    {
1054 >      s_id = QT_SET_NEXT_ELEM(optr);
1055 >      t_id = SM_NTH_VERT(smMesh,s_id);
1056 >      tri = t = SM_NTH_TRI(smMesh,t_id);
1057 >      do
1058 >      {
1059 >       if((!cull || SM_IS_NTH_T_ACTIVE(sm,t_id)) && !SM_IS_NTH_T_NEW(sm,t_id))
1060 >       {
1061 >          bg0 = SM_IS_NTH_T_BG(sm,t_id);
1062 >          if((which == SM_RENDER_FG && !bg0) || (which== SM_RENDER_BG && bg0))
1063 >          {
1064 >            v0_id = T_NTH_V(t,0);
1065 >            v1_id = T_NTH_V(t,1);
1066 >            v2_id = T_NTH_V(t,2);
1067 >            if(bg0)
1068 >            {
1069 >              bg0 = SM_DIR_ID(sm,v0_id)?DIR:SM_BASE_ID(sm,v0_id)?BASE:0;
1070 >              bg1 = SM_DIR_ID(sm,v1_id)?DIR:SM_BASE_ID(sm,v1_id)?BASE:0;
1071 >              bg2 = SM_DIR_ID(sm,v2_id)?DIR:SM_BASE_ID(sm,v2_id)?BASE:0;
1072 >              SM_SET_NTH_T_NEW(sm,t_id);  
1073 >              if(bg0==DIR && bg1==DIR && bg2==DIR)
1074 >                render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
1075 >                         rgb[v2_id])
1076 >              else
1077 >                render_mixed_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
1078 >                    rgb[v1_id],rgb[v2_id],vp,SM_VIEW_CENTER(sm),bg0,bg1,bg2);
1079 >            }
1080 >            else
1081 >            {
1082 >              SM_SET_NTH_T_NEW(sm,t_id);  
1083 >              bg0 = SM_BASE_ID(sm,v0_id);
1084 >              bg1 = SM_BASE_ID(sm,v1_id);
1085 >              bg2 = SM_BASE_ID(sm,v2_id);
1086 >              if(bg0 || bg1 || bg2)
1087 >                render_base_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],
1088 >                        rgb[v1_id],rgb[v2_id],SM_VIEW_CENTER(sm),bg0,bg1,bg2);
1089 >              else
1090 >                render_tri(wp[v0_id],wp[v1_id],wp[v2_id],rgb[v0_id],rgb[v1_id],
1091 >                           rgb[v2_id])
1092 >            }
1093 >          }
1094 >       }
1095 >       t_id = smTri_next_ccw_nbr(smMesh,t,s_id);
1096 >       t = SM_NTH_TRI(smMesh,t_id);
1097 >      }while(t!=tri);
1098 >    }
1099 >  }
1100 >  else
1101 >    if(!cull  || QT_IS_FLAG(qt))
1102 >      for(i=0; i < 4; i++)
1103 >        smRender_qtree(sm,QT_NTH_CHILD(qt,i),vp,wp,rgb,which,cull);
1104 > }
1105 >
1106 >
1107 > /*
1108 > * smRender_mesh(sm,view,cull) : Render mesh Triangles
1109 > *   SM *sm;                   : mesh
1110 > *   VIEW *view;               : current view
1111 > *   int cull;                 : cull Flag
1112 > *
1113 > *   If cull is TRUE, first mark tris in current
1114 > *   frustum and only render them. Normally, cull will be FALSE only if
1115 > *   it is known that all tris lie in frustum, e.g. after a rebuild
1116 > *
1117 > */
1118 > smRender_mesh(sm,view,cull)
1119 > SM *sm;
1120 > VIEW *view;
1121 > int cull;
1122 > {
1123 >  SFLOAT (*wp)[3];
1124 >  BYTE  (*rgb)[3];
1125 >  int i;
1126 >  STREE *st= SM_LOCATOR(sm);
1127 >
1128 >
1129 >  wp = SM_WP(sm);
1130 >  rgb =SM_RGB(sm);
1131 >
1132 >  smClear_flags(sm,T_NEW_FLAG);
1133 >
1134 >
1135 >  if(cull)
1136 >    smCull(sm,view,SM_ALL_LEVELS);
1137 >
1138 >
1139 >  glPushAttrib(GL_DEPTH_BUFFER_BIT);
1140    glDisable(GL_DEPTH_TEST);
1141 +  
1142 +  glMatrixMode(GL_MODELVIEW);
1143 +  glPushMatrix();
1144 +  /* move relative to the new view */
1145 +  glTranslated(view->vp[0],view->vp[1],view->vp[2]);
1146 +
1147 +
1148 +  /* The points are a distance of 1 away from the origin: if necessary
1149 +     scale so that they fit in frustum and are therefore not clipped away
1150 +     */
1151 +  if(dev_zmin >= 0.99)
1152 +  {
1153 +    double d;
1154 +
1155 +    d = (dev_zmin+dev_zmax)/2.0;
1156 +    glScaled(d,d,d);
1157 +  }
1158 +  /* move points to unit sphere at origin */
1159 +  glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1],
1160 +               -SM_VIEW_CENTER(sm)[2]);
1161 +
1162    glBegin(GL_TRIANGLES);
1163 <  for(i=0; i< smNew_tri_cnt; i++)
1164 <    if(SM_BG_TRI(sm,td[i].tri))
373 <      smRender_bg_tri(sm,td[i].tri,vp,d);
1163 >  for(i=0; i < ST_NUM_ROOT_NODES; i++)
1164 >      smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_BG,cull);
1165    glEnd();
1166  
1167 +  glPopMatrix();
1168 +
1169    glEnable(GL_DEPTH_TEST);
1170 +
1171    glBegin(GL_TRIANGLES);
1172 <  for(i=0; i< smNew_tri_cnt; i++)
1173 <    if(!SM_BG_TRI(sm,td[i].tri))
380 <      smRender_tri(sm,td[i].tri,vp);
1172 >  for(i=0; i < ST_NUM_ROOT_NODES; i++)
1173 >    smRender_qtree(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,SM_RENDER_FG,cull);
1174    glEnd();
1175  
383  /* Restore Depth Test */
1176    glPopAttrib();
1177   }
1178  
1179 + /*
1180 + * smRender_mesh_dl(sm,view) : Render stree utilizing display lists
1181 + * SM *sm;                   : mesh
1182 + * VIEW *view;               : current view
1183 + */
1184 + smRender_mesh_dl(sm,view)
1185 + SM *sm;
1186 + VIEW *view;
1187 + {
1188 +  SFLOAT (*wp)[3];
1189 +  BYTE  (*rgb)[3];
1190 +  STREE *st;
1191 +  int i;
1192 +
1193 +  if(SM_DL_LEVELS == 0)
1194 +  {
1195 +    if(!Display_lists[0][0])
1196 +    {
1197 +      Display_lists[0][0] = 1;
1198 +      glNewList(Display_lists[0][0],GL_COMPILE_AND_EXECUTE);
1199 +      smRender_mesh(sm,view,FALSE);
1200 +      glEndList();
1201 +    }
1202 +    else
1203 +      glCallList(Display_lists[0][0]);
1204 +
1205 +    return;
1206 +  }    
1207 +  smClear_flags(sm,T_NEW_FLAG);
1208 +
1209 +  smCull(sm,view,SM_DL_LEVELS);
1210 +
1211 +  st = SM_LOCATOR(sm);
1212 +
1213 +  wp = SM_WP(sm);
1214 +  rgb =SM_RGB(sm);
1215 +
1216 +    /* For all active quadtree nodes- first render bg tris, then fg */
1217 +    /* If display list exists, use otherwise create/display list */
1218 +   glPushAttrib(GL_DEPTH_BUFFER_BIT);
1219 +   glDisable(GL_DEPTH_TEST);
1220 +
1221 +   glMatrixMode(GL_MODELVIEW);
1222 +   glPushMatrix();
1223 +
1224 +   /* move relative to the new view */
1225 +   glTranslated(view->vp[0],view->vp[1],view->vp[2]);
1226 +
1227 +   /* The points are a distance of 1 away from the origin: if necessary
1228 +      scale so that they fit in frustum and are therefore not clipped away
1229 +      */
1230 +   if(dev_zmin >= 0.99)
1231 +   {
1232 +     double d;
1233 +     d = (dev_zmin+dev_zmax)/2.0;
1234 +     glScaled(d,d,d);
1235 +   }
1236 +    /* move points to unit sphere at origin */
1237 +   glTranslated(-SM_VIEW_CENTER(sm)[0],-SM_VIEW_CENTER(sm)[1],
1238 +                   -SM_VIEW_CENTER(sm)[2]);
1239 +   for(i=0; i < ST_NUM_ROOT_NODES; i++)
1240 +     smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1,
1241 +                       SM_DL_LEVELS,8,SM_RENDER_BG);
1242 +   glPopMatrix();
1243 +
1244 +   glEnable(GL_DEPTH_TEST);
1245 +   for(i=0; i < ST_NUM_ROOT_NODES; i++)
1246 +     smRender_qtree_dl(sm,ST_ROOT_QT(st,i),view->vp,wp,rgb,i,0,1,
1247 +                        SM_DL_LEVELS,8,SM_RENDER_FG);
1248 +   glPopAttrib();
1249 + }
1250 +
1251 +
1252 +
1253   /*
1254 < * smUpdate(vp, qua)    : update OpenGL output geometry for view vp
1255 < * VIEW *vp;            : desired view
1254 > * smRender_tris(sm,view,render_flag)  : Render all of the mesh triangles
1255 > *  SM *sm             : current geometry
1256 > *  VIEW *view         : current view
1257 > *  int render_flag    : if render_flag & SM_RENDER_CULL: do culling first
1258 > *
1259 > * Renders mesh by traversing triangle list and drawing all active tris-
1260 > * background tris first, then foreground and mixed tris
1261 > */
1262 > smRender_tris(sm,view,render_flag)
1263 > SM *sm;
1264 > VIEW *view;
1265 > int render_flag;
1266 > {
1267 >  int4  *active_flag,*bg_flag;
1268 >  SFLOAT (*wp)[3];
1269 >  BYTE  (*rgb)[3];
1270 >
1271 >  wp = SM_WP(sm);
1272 >  rgb = SM_RGB(sm);
1273 >  active_flag = SM_NTH_FLAGS(sm,T_ACTIVE_FLAG);
1274 >  bg_flag = SM_NTH_FLAGS(sm,T_BG_FLAG);
1275 >
1276 >  if(render_flag & SM_RENDER_CULL)
1277 >    smCull(sm,view,SM_ALL_LEVELS);
1278 >  
1279 >  /* Render triangles made up of points at infinity by turning off
1280 >     depth-buffering and projecting the points onto a sphere around the view*/
1281 >  glPushAttrib(GL_DEPTH_BUFFER_BIT);
1282 >  glDisable(GL_DEPTH_TEST);
1283 >  smRender_bg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb);
1284 >
1285 >  /* Render triangles containing world-space points */
1286 >  glEnable(GL_DEPTH_TEST);
1287 >  smRender_fg_tris(sm,view->vp,active_flag,bg_flag,wp,rgb);
1288 >
1289 >  glPopAttrib();
1290 >
1291 > }
1292 >
1293 > /* Clear all of the display lists */
1294 > clear_display_lists()
1295 > {
1296 >  int i;
1297 >  for(i=0; i< SM_DL_LISTS; i++)
1298 >  {
1299 >    if(Display_lists[i][0])
1300 >    { /* Clear the foreground display list */
1301 >      glDeleteLists(Display_lists[i][0],1);
1302 >      Display_lists[i][0] = 0;
1303 >    }
1304 >    if(Display_lists[i][1])
1305 >    { /* Clear the background display list */
1306 >      glDeleteLists(Display_lists[i][1],1);
1307 >      Display_lists[i][1] = 0;
1308 >    }
1309 >  }
1310 > }
1311 >
1312 > /*
1313 > * qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt) :clear display lists
1314 > * QUADTREE *qt;               : Quadtree node  
1315 > * int i;                      : index into list of display lists for this node
1316 > * int level_i;                : index for first node at this level
1317 > * int level,max_level;        : current level, maximum level to descend
1318 > * int leaf_cnt;               : number of leaves at this level
1319 > *
1320 > *  For each node under this node that has its flag set: delete all
1321 > *  existing display lists. Display lists are stored in an array indexed as
1322 > *  if the quadtree was traversed in a breadth first order (indices 0-7 are
1323 > *  the 8 quadtree roots, indices 8-11 the first level children of root 0,
1324 > *  indices 12-15 the children of root 1, etc). It is assumes that the display
1325 > *  lists will only be stored for a small number of levels: if this is not
1326 > *  true, a hashing scheme would work better for storing/retrieving the
1327 > *  display lists
1328 > */
1329 > qtClear_dl(qt,i,level_i,level,max_level,leaf_cnt)
1330 > QUADTREE qt;
1331 > int i,level_i,level,max_level,leaf_cnt;
1332 > {
1333 >  int j;
1334 >
1335 >  if(QT_IS_EMPTY(qt))
1336 >    return;
1337 >  if(QT_IS_LEAF(qt) || level== max_level)
1338 >  {
1339 >    if(QT_IS_LEAF(qt))
1340 >    {
1341 >      if(!QT_LEAF_IS_FLAG(qt))
1342 >        return;
1343 >    }
1344 >    else
1345 >      if(!QT_IS_FLAG(qt))
1346 >        return;
1347 >    if(Display_lists[i][0])
1348 >    {
1349 >      glDeleteLists(Display_lists[i][0],1);
1350 >      Display_lists[i][0] = 0;
1351 >    }
1352 >    if(Display_lists[i][1])
1353 >    {
1354 >      glDeleteLists(Display_lists[i][1],1);
1355 >      Display_lists[i][1] = 0;
1356 >    }
1357 >  }
1358 >  else
1359 >    if(QT_IS_FLAG(qt))
1360 >    {
1361 >      /* Calculate the index for the first child given the values
1362 >         of the parent at  the current level
1363 >       */
1364 >      i = ((i - level_i)<< 2) + level_i + leaf_cnt;
1365 >      level_i += leaf_cnt;
1366 >      leaf_cnt <<= 2;
1367 >      for(j=0; j < 4; j++)
1368 >        qtClear_dl(QT_NTH_CHILD(qt,j),i+j,level_i,level+1,max_level,
1369 >                            leaf_cnt);
1370 >    }
1371 > }
1372 >
1373 > /*
1374 > * smInvalidate_view(sm,view) : Invalidate rendering representation for view
1375 > * SM *sm;                    : mesh
1376 > * VIEW *view;                : current view
1377 > *
1378 > * Delete the existing display lists for geometry in the current
1379 > * view frustum: Called when the geometry in the frustum has been changed
1380 > */
1381 > smInvalidate_view(sm,view)
1382 > SM *sm;
1383 > VIEW *view;
1384 > {
1385 >  int i;
1386 >
1387 >  if(SM_DL_LEVELS == 0)
1388 >  {
1389 >    if(Display_lists[0][0])
1390 >    {
1391 >      glDeleteLists(Display_lists[0][0],1);
1392 >      Display_lists[0][0] = 0;
1393 >    }
1394 >    return;
1395 >  }    
1396 >  /* Mark qtree nodes/tris in frustum */
1397 >  smCull(sm,view,SM_DL_LEVELS);
1398 >
1399 >  /* Invalidate display_lists in marked qtree nodes */
1400 >   for(i=0; i < ST_NUM_ROOT_NODES; i++)
1401 >     qtClear_dl(ST_ROOT_QT(SM_LOCATOR(sm),i),i,0,1,SM_DL_LEVELS,8);
1402 >
1403 > }
1404 >
1405 >
1406 > /*
1407 > * smRender(sm,view, qual): render OpenGL output geometry
1408 > * SM *sm;                : current mesh representation
1409 > * VIEW *view;            : desired view
1410 > * int  qual;             : quality level (percentage on linear time scale)
1411 > *
1412 > * Render the current mesh:
1413 > * recompute tone mapping if full redraw and specified:
1414 > * if moving (i.e. qual < MAXQUALITY)
1415 > *     render the cached display lists, if quality drops
1416 > *     below threshold, render approximation instead
1417 > *  if stationary
1418 > *     render mesh geometry without display lists, unless up-to-date
1419 > *     display lists already exist.
1420 > */
1421 > smRender(sm,view,qual)
1422 > SM *sm;
1423 > VIEW *view;
1424 > int qual;
1425 > {
1426 >  /* Unless quality > MAXQUALITY, render using display lists */
1427 >  if(qual <= MAXQUALITY)
1428 >  {
1429 >    /* If quality above threshold: render mesh*/
1430 >    if(qual > (MAXQUALITY*2/4) )
1431 >      /* render stree using display lists */
1432 >      smRender_mesh_dl(sm,view);
1433 >    else
1434 >    {
1435 >      /* If quality below threshold, use approximate rendering */
1436 >      smRender_approx(sm,qual,view);
1437 >    }
1438 >  }
1439 >  else
1440 >  {
1441 >    /* render stree without display lists */
1442 >      smRender_mesh(sm,view,TRUE);
1443 >  }
1444 > }
1445 >
1446 >
1447 > /*
1448 > * smUpdate(view, qual) : update OpenGL output geometry
1449 > * VIEW *view;          : desired view
1450   * int  qual;           : quality level (percentage on linear time scale)
1451   *
1452   * Draw new geometric representation using OpenGL calls.  Assume that the
1453   * view has already been set up and the correct frame buffer has been
1454   * selected for drawing.  The quality level is on a linear scale, where 100%
1455   * is full (final) quality.  It is not necessary to redraw geometry that has
1456 < * been output since the last call to smClean().
1456 > * been output since the last call to smClean().(The last view drawn will
1457 > * be view==&odev.v each time.)
1458   */
1459 < smUpdate(vp,qual)
1460 <   VIEW *vp;
1459 > smUpdate(view,qual)
1460 >   VIEW *view;
1461     int qual;
1462   {
1463 <  double d;
1464 <  int t;
1465 < #ifdef TEST_DRIVER  
1466 <  Current_View = (*vp);
1467 < #endif
1468 <  /* If view has moved beyond epsilon from canonical: must rebuild -
408 <     epsilon is calculated as running avg of distance of sample points
409 <     from canonical view: m = 1/(SUM1/r): some fraction of this
410 <   */
411 <  d = DIST(vp->vp,SM_VIEW_CENTER(smMesh));
412 <  if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
1463 >  /* Is there anything to render? */
1464 >  if(!smMesh || SM_NUM_TRI(smMesh)<=0)
1465 >    return;
1466 >
1467 >  /* Is viewer MOVING?*/
1468 >  if(qual < MAXQUALITY)
1469    {
1470 <      smNew_tri_cnt = 0;
1471 <      /* Re-build the mesh */
1472 <      smRebuild_mesh(smMesh,vp);
1470 >    if(smIncremental)
1471 >      smUpdate_tm(smMesh);
1472 >    smIncremental = FALSE;
1473 >    /* Render mesh using display lists */
1474 >    smRender(smMesh,view,qual);
1475 >    return;
1476    }
1477 <  /* Check if should draw ALL triangles in current frustum */
1478 <  if(smClean_notify || (smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT))
1477 >  /* Viewer is STATIONARY */
1478 >  /* Has view moved epsilon from canonical view? (epsilon= percentage
1479 >     (SM_VIEW_FRAC) of running average of the distance of the sample points
1480 >     from the canonical view */
1481 >  if(DIST(view->vp,SM_VIEW_CENTER(smMesh)) > SM_ALLOWED_VIEW_CHANGE(smMesh))
1482    {
1483 < #ifdef TEST_DRIVER
1484 <    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1485 < #else
1486 <    tmClearHisto();
1487 <    tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
1488 <    if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
1489 <       return;
1490 <    if(tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
429 <                   SM_NUM_SAMP(smMesh))!=TM_E_OK)
430 <       return;
431 < #endif
432 <    smRender_mesh(smMesh,vp->vp);
433 <    smClean_notify = FALSE;
434 < #ifdef TEST_DRIVER
435 <    glFlush();
436 <    glutSwapBuffers();
437 < #endif
1483 >    /* Must rebuild mesh with current view as new canonical view  */
1484 >    smRebuild(smMesh,view);
1485 >    /* Existing display lists and tonemapping are no longer valid */
1486 >    clear_display_lists();
1487 >    smCompute_mapping = FALSE;
1488 >    smUpdate_tm(smMesh);
1489 >    /* Render all the triangles in the new mesh */
1490 >    smRender(smMesh,view,qual+1);
1491    }
1492 <  /* Do an incremental update instead */
1493 <  else
1494 <  {  
442 <    if(!smNew_tri_cnt)
443 <      return;
444 < #ifdef TEST_DRIVER
445 <    glDrawBuffer(GL_FRONT);
446 < #else
447 <    t = SM_TONE_MAP(smMesh);
448 <    if(t == 0)
1492 >  else
1493 >    /* Has a complete redraw been requested ?*/
1494 >    if(smClean_notify)
1495      {
1496 <        tmClearHisto();
1497 <        tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
1498 <        if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
1499 <           return;
1496 >      if(smIncremental)
1497 >        smUpdate_tm(smMesh);
1498 >      smIncremental = FALSE;
1499 >      smRender(smMesh,view,qual);
1500      }
1501 <    if(tmMapPixels(SM_NTH_RGB(smMesh,t),&SM_NTH_BRT(smMesh,t),
1502 <                   SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK)
1503 <          return;
1504 < #endif    
1505 <    smUpdate_Rendered_mesh(smMesh,vp);
1506 <    
1507 < #ifdef TEST_DRIVER
1508 <    glDrawBuffer(GL_BACK);
1509 < #endif
1501 >    else
1502 >    {
1503 >      smUpdate_tm(smMesh);
1504 >      /* If number of new triangles relatively small: do incremental update */
1505 >      /* Mark Existing display lists in frustum invalid */
1506 >      if(!smIncremental)
1507 >      {
1508 >        smInvalidate_view(smMesh,view);
1509 >        smIncremental = TRUE;
1510 >      }
1511 >      smRender_inc(smMesh,view->vp);
1512    }
1513 <  SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh);
1513 >  /* This is our final update iff qual==MAXQUALITY and view==&odev.v */
1514 >  if( (qual >= MAXQUALITY) && (view == &(odev.v)))
1515 >  {
1516 >    /* reset rendering flags */
1517 >    smClean_notify = FALSE;
1518 >    if(smIncremental)
1519 >      smClear_flags(smMesh,T_NEW_FLAG);
1520 >    qtCache_init(0);
1521 >  }
1522 >
1523   }
1524  
1525 <    /* LATER:If quality < 100 should draw approximation because it indicates
1526 <       the user is moving
1527 <       */
1525 >
1526 >
1527 >
1528  
1529  

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