ViewVC Help
View File | Revision Log | Show Annotations | Download File | Root Listing
root/radiance/ray/src/hd/sm_ogl.c
(Generate patch)

Comparing ray/src/hd/sm_ogl.c (file contents):
Revision 3.2 by gwlarson, Thu Aug 20 16:47:21 1998 UTC vs.
Revision 3.7 by gwlarson, Wed Sep 16 18:16:29 1998 UTC

# Line 16 | Line 16 | static char SCCSid[] = "$SunId$ SGI";
16   #include <GL/glu.h>
17   #include <glut.h>
18   #endif
19 < #include "object.h"
19 > #include "sm_list.h"
20   #include "sm_geom.h"
21   #include "sm.h"
22  
# Line 27 | Line 27 | MAKE STATIC LATER: ui.c using for now;
27   */
28   char smClean_notify = TRUE;
29   #else
30 < static char smClean_notify = TRUE;
30 > static int smClean_notify = TRUE;
31   #endif
32  
33 + typedef struct {
34 +        float   dist;           /* average distance */
35 +        BYTE    rgb[3];         /* average color */
36 + } QTRAVG;               /* average quadtree value */
37 +
38 + typedef struct {
39 +        QUADTREE        qt;     /* quadtree node (key & hash value) */
40 +        QTRAVG          av;     /* node average */
41 + } QT_LUENT;             /* lookup table entry */
42 +
43 + static QT_LUENT *qt_htbl = NULL;        /* quadtree cache */
44 + static int      qt_hsiz = 0;            /* quadtree cache size */
45 +
46 +
47   int
48 < mark_active_tris(qtptr,arg)
48 > mark_active_tris(qtptr,fptr,arg1,arg2)
49   QUADTREE *qtptr;
50 < char *arg;
50 > int *fptr,arg1,*arg2;
51   {
52 <  OBJECT os[MAXSET+1],*optr;
53 <  int i,t_id;
54 <  SM *sm;
52 >  QUADTREE qt = *qtptr;
53 >  OBJECT *os,*optr;
54 >  register int i,t_id;
55  
56 <
57 <  sm = (SM *)arg;
58 <
56 >  if (!QT_IS_LEAF(qt))
57 >    return(TRUE);
58 >  
59 >  if(!QT_FLAG_FILL_TRI(*fptr))
60 >     (*fptr)++;
61    /* For each triangle in the set, set the which flag*/
62 <  if(QT_IS_EMPTY(*qtptr))
62 >  os = qtqueryset(qt);
63 >
64 >  for (i = QT_SET_CNT(os), optr = QT_SET_PTR(os); i > 0; i--)
65    {
66 <      return(FALSE);
66 >    t_id = QT_SET_NEXT_ELEM(optr);
67 >    /* Set the render flag */
68 >    if(SM_IS_NTH_T_BASE(smMesh,t_id))
69 >        continue;
70 >    SM_SET_NTH_T_ACTIVE(smMesh,t_id);
71 >    /* NOTE:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
72 >    SM_SET_NTH_T_LRU(smMesh,t_id);
73    }
74 <  else
75 <  {
52 <    qtgetset(os,*qtptr);
74 >  return(TRUE);
75 > }
76  
77 <    for (i = QT_SET_CNT(os),optr = QT_SET_PTR(os); i > 0; i--)
78 <    {
79 <      t_id = QT_SET_NEXT_ELEM(optr);
80 <      /* Set the render flag */
81 <      if(SM_IS_NTH_T_BASE(sm,t_id))
77 > int
78 > mark_active_interior(qtptr,q0,q1,q2,t0,t1,t2,n,arg1,arg2,arg3)
79 > QUADTREE *qtptr;
80 > FVECT q0,q1,q2;
81 > FVECT t0,t1,t2;
82 > int n;
83 > int *arg1,arg2,*arg3;
84 > {
85 >  QUADTREE qt = *qtptr;
86 >  OBJECT *os,*optr;
87 >  register int i,t_id;
88 >
89 >  if (!QT_IS_LEAF(qt))
90 >    return(TRUE);
91 >  /* For each triangle in the set, set the which flag*/
92 >  os = qtqueryset(qt);
93 >
94 >  for (i = QT_SET_CNT(os), optr = QT_SET_PTR(os); i > 0; i--)
95 >  {
96 >    t_id = QT_SET_NEXT_ELEM(optr);
97 >    /* Set the render flag */
98 >    if(SM_IS_NTH_T_BASE(smMesh,t_id))
99          continue;
100 <      SM_SET_NTH_T_ACTIVE(sm,t_id);
101 <      /* FOR NOW:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
102 <      SM_SET_NTH_T_LRU(sm,t_id);
63 <    }
100 >    SM_SET_NTH_T_ACTIVE(smMesh,t_id);
101 >    /* NOTE:Also set the LRU clock bit: MAY WANT TO CHANGE: */      
102 >    SM_SET_NTH_T_LRU(smMesh,t_id);
103    }
104    return(TRUE);
105   }
106  
107 <
108 < smMark_tris_in_frustum(sm,vp)
70 < SM *sm;
71 < VIEW *vp;
107 > mark_tris_in_frustum(view)
108 > VIEW *view;
109   {
110      FVECT nr[4],far[4];
111  
# Line 79 | Line 116 | VIEW *vp;
116         dev_zmin,dev_zmax to satisfy OGL
117      */
118  
119 <    /* First clear all the triangle active flags */
120 <    smClear_flags(sm,T_ACTIVE_FLAG);
119 >    /* First clear all the quadtree node and triangle active flags */
120 >    qtClearAllFlags();
121 >    smClear_flags(smMesh,T_ACTIVE_FLAG);
122  
123      /* calculate the world space coordinates of the view frustum */
124 <    calculate_view_frustum(vp->vp,vp->hvec,vp->vvec,vp->horiz,vp->vert,
125 <                           dev_zmin,dev_zmax,nr,far);
124 >    calculate_view_frustum(view->vp,view->hvec,view->vvec,view->horiz,
125 >                           view->vert, dev_zmin,dev_zmax,nr,far);
126  
127      /* Project the view frustum onto the spherical quadtree */
128      /* For every cell intersected by the projection of the faces
129         of the frustum: mark all triangles in the cell as ACTIVE-
130         Also set the triangles LRU clock counter
131         */
94    /* Need to do tonemap call */
132      /* Near face triangles */
133 <    smLocator_apply_func(sm,nr[0],nr[2],nr[3],mark_active_tris,(char *)(sm));
134 <    smLocator_apply_func(sm,nr[2],nr[0],nr[1],mark_active_tris,(char *)(sm));
133 >    smLocator_apply_func(smMesh,nr[0],nr[2],nr[3],mark_active_tris,
134 >                         mark_active_interior,NULL,NULL);
135 >    smLocator_apply_func(smMesh,nr[2],nr[0],nr[1],mark_active_tris,
136 >                         mark_active_interior,NULL,NULL);
137      /* Right face triangles */
138 <    smLocator_apply_func(sm,nr[0],far[3],far[0],mark_active_tris,(char *)(sm));
139 <    smLocator_apply_func(sm,far[3],nr[0],nr[3],mark_active_tris,(char *)(sm));
138 >    smLocator_apply_func(smMesh,nr[0],far[3],far[0],mark_active_tris,
139 >                         mark_active_interior,NULL,NULL);
140 >    smLocator_apply_func(smMesh,far[3],nr[0],nr[3],mark_active_tris,
141 >                         mark_active_interior,NULL,NULL);
142      /* Left face triangles */
143 <    smLocator_apply_func(sm,nr[1],far[2],nr[2],mark_active_tris,(char *)(sm));
144 <    smLocator_apply_func(sm,far[2],nr[1],far[1],mark_active_tris,(char *)(sm));
143 >    smLocator_apply_func(smMesh,nr[1],far[2],nr[2],mark_active_tris,
144 >                         mark_active_interior,NULL,NULL);
145 >    smLocator_apply_func(smMesh,far[2],nr[1],far[1],mark_active_tris,
146 >                         mark_active_interior,NULL,NULL);
147      /* Top face triangles */
148 <    smLocator_apply_func(sm,nr[0],far[0],nr[1],mark_active_tris,(char *)(sm));
149 <    smLocator_apply_func(sm,nr[1],far[0],far[1],mark_active_tris,(char *)(sm));
148 >    smLocator_apply_func(smMesh,nr[0],far[0],nr[1],mark_active_tris,
149 >                         mark_active_interior,NULL,NULL);
150 >    smLocator_apply_func(smMesh,nr[1],far[0],far[1],mark_active_tris,
151 >                         mark_active_interior,NULL,NULL);
152      /* Bottom face triangles */
153 <    smLocator_apply_func(sm,nr[3],nr[2],far[3],mark_active_tris,(char *)(sm));
154 <    smLocator_apply_func(sm,nr[2],far[2],far[3],mark_active_tris,(char *)(sm));
153 >    smLocator_apply_func(smMesh,nr[3],nr[2],far[3],mark_active_tris,
154 >                         mark_active_interior,NULL,NULL);
155 >    smLocator_apply_func(smMesh,nr[2],far[2],far[3],mark_active_tris,
156 >                         mark_active_interior,NULL,NULL);
157      /* Far face triangles */
158 <   smLocator_apply_func(sm,far[0],far[2],far[1],mark_active_tris,(char *)(sm));
159 <   smLocator_apply_func(sm,far[2],far[0],far[3],mark_active_tris,(char *)(sm));
160 <
158 >    smLocator_apply_func(smMesh,far[0],far[2],far[1],mark_active_tris,
159 >                         mark_active_interior,NULL,NULL);
160 >    
161 >    smLocator_apply_func(smMesh,far[2],far[0],far[3],mark_active_tris,
162 >                         mark_active_interior,NULL,NULL);
163   #ifdef TEST_DRIVER
164      VCOPY(FrustumFar[0],far[0]);
165      VCOPY(FrustumFar[1],far[1]);
# Line 131 | Line 180 | VIEW *vp;
180   */
181   smClean()
182   {
134  /* Mark all triangles in the frustum as active */
135    if(!smMesh || SM_NUM_TRIS(smMesh)==0)
136       return;
137    
138 #ifdef TEST_DRIVER
139    smMark_tris_in_frustum(smMesh,&Current_View);
140 #else
141    smMark_tris_in_frustum(smMesh,&(odev.v));
142 #endif
183      smClean_notify = TRUE;
184   }
185  
186 + int
187 + qtCache_init(nel)               /* initialize for at least nel elements */
188 + int     nel;
189 + {
190 +        static int  hsiztab[] = {
191 +                8191, 16381, 32749, 65521, 131071, 262139, 524287, 1048573, 0
192 +        };
193 +        register int  i;
194  
195 < smRender_tri(sm,i,vp)
195 >        if (nel <= 0) {                 /* call to free table */
196 >                if (qt_hsiz) {
197 >                        free((char *)qt_htbl);
198 >                        qt_htbl = NULL;
199 >                        qt_hsiz = 0;
200 >                }
201 >                return(0);
202 >        }
203 >        nel += nel>>1;                  /* 66% occupancy */
204 >        for (i = 0; hsiztab[i]; i++)
205 >                if (hsiztab[i] > nel)
206 >                        break;
207 >        if (!(qt_hsiz = hsiztab[i]))
208 >                qt_hsiz = nel*2 + 1;            /* not always prime */
209 >        qt_htbl = (QT_LUENT *)calloc(qt_hsiz, sizeof(QT_LUENT));
210 >        if (qt_htbl == NULL)
211 >                qt_hsiz = 0;
212 >        for (i = qt_hsiz; i--; )
213 >                qt_htbl[i].qt = EMPTY;
214 >        return(qt_hsiz);
215 > }
216 >
217 > QT_LUENT *
218 > qtCache_find(qt)                /* find a quadtree table entry */
219 > QUADTREE qt;
220 > {
221 >        int     i, n;
222 >        register int    ndx;
223 >        register QT_LUENT       *le;
224 >
225 >        if (qt_hsiz == 0 && !qtCache_init(1))
226 >                return(NULL);
227 > tryagain:                               /* hash table lookup */
228 >        ndx = (unsigned long)qt % qt_hsiz;
229 >        for (i = 0, n = 1; i < qt_hsiz; i++, n += 2) {
230 >                le = &qt_htbl[ndx];
231 >                if (QT_IS_EMPTY(le->qt) || le->qt == qt)
232 >                        return(le);
233 >                if ((ndx += n) >= qt_hsiz)      /* this happens rarely */
234 >                        ndx = ndx % qt_hsiz;
235 >        }
236 >                                        /* table is full, reallocate */
237 >        le = qt_htbl;
238 >        ndx = qt_hsiz;
239 >        if (!qtCache_init(ndx+1)) {     /* no more memory! */
240 >                qt_htbl = le;
241 >                qt_hsiz = ndx;
242 >                return(NULL);
243 >        }
244 >                                        /* copy old table to new and free */
245 >        while (ndx--)
246 >                if (!QT_IS_EMPTY(le[ndx].qt))
247 >                        copystruct(qtCache_find(le[ndx].qt), &le[ndx]);
248 >        free((char *)le);
249 >        goto tryagain;                  /* should happen only once! */
250 > }
251 >
252 > stCount_level_leaves(lcnt, qt)  /* count quadtree leaf nodes at each level */
253 > int lcnt[];
254 > register QUADTREE qt;
255 > {
256 >  if (QT_IS_EMPTY(qt))
257 >    return;
258 >  if (QT_IS_TREE(qt)) {
259 >    if (!QT_IS_FLAG(qt))        /* not in our frustum */
260 >      return;
261 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,0));
262 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,1));
263 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,2));
264 >    stCount_level_leaves(lcnt+1, QT_NTH_CHILD(qt,3));
265 >  }
266 >  else
267 >    lcnt[0]++;
268 > }
269 >
270 >
271 > QTRAVG *
272 > qtRender_level(qt,v0,v1,v2,sm,lvl)
273 > QUADTREE qt;
274 > FVECT v0,v1,v2;
275   SM *sm;
276 + int lvl;
277 + {
278 +  FVECT a,b,c;
279 +  register QT_LUENT *le;
280 +  QTRAVG *rc[4];
281 +  TRI *tri;
282 +  
283 +  if (QT_IS_EMPTY(qt))                          /* empty leaf node */
284 +    return(NULL);
285 +  if (QT_IS_TREE(qt) && !QT_IS_FLAG(qt))        /* not in our frustum */
286 +    return(NULL);
287 +                                        /* else look up node */
288 +  if ((le = qtCache_find(qt)) == NULL)
289 +    error(SYSTEM, "out of memory in qtRender_level");
290 +  if (QT_IS_TREE(qt) && (QT_IS_EMPTY(le->qt) || lvl > 0))
291 +  {                                     /* compute children */
292 +    qtSubdivide_tri(v0,v1,v2,a,b,c);
293 +    rc[0] = qtRender_level(QT_NTH_CHILD(qt,0),v0,a,c,sm,lvl-1);
294 +    rc[1] = qtRender_level(QT_NTH_CHILD(qt,1),a,v1,b,sm,lvl-1);
295 +    rc[2] = qtRender_level(QT_NTH_CHILD(qt,2),c,b,v2,sm,lvl-1);
296 +    rc[3] = qtRender_level(QT_NTH_CHILD(qt,3),b,c,a,sm,lvl-1);
297 +  }
298 +  if (QT_IS_EMPTY(le->qt))
299 +  {                                     /* let's make some data! */
300 +    int rgbs[3];
301 +    double distsum;
302 +    register int i, n;
303 +                                        /* average our triangle vertices */
304 +    rgbs[0] = rgbs[1] = rgbs[2] = 0;
305 +    distsum = 0.; n = 0;
306 +    if(QT_IS_TREE(qt))
307 +    {                                   /* from subtree */
308 +      for (i = 4; i--; )
309 +        if (rc[i] != NULL)
310 +        {
311 +          rgbs[0] += rc[i]->rgb[0]; rgbs[1] += rc[i]->rgb[1];
312 +          rgbs[2] += rc[i]->rgb[2]; distsum += rc[i]->dist; n++;
313 +        }
314 +    }
315 +    else
316 +    {                                   /* from triangle set */
317 +      OBJECT *os;
318 +      int s0, s1, s2;
319 +
320 +      os = qtqueryset(qt);
321 +      for (n = os[0]; n; n--)
322 +      {
323 +        tri = SM_NTH_TRI(sm,os[n]);
324 +        s0 = T_NTH_V(tri,0);
325 +        s1 = T_NTH_V(tri,1);
326 +        s2 = T_NTH_V(tri,2);
327 +        VCOPY(a,SM_NTH_WV(sm,s0));
328 +        VCOPY(b,SM_NTH_WV(sm,s1));
329 +        VCOPY(c,SM_NTH_WV(sm,s2));            
330 +        distsum += SM_BG_SAMPLE(sm,s0) ? dev_zmax
331 +                                : sqrt(dist2(a,SM_VIEW_CENTER(sm)));
332 +        distsum += SM_BG_SAMPLE(sm,s1) ? dev_zmax
333 +                                : sqrt(dist2(b,SM_VIEW_CENTER(sm)));
334 +        distsum += SM_BG_SAMPLE(sm,s2) ? dev_zmax
335 +                                : sqrt(dist2(c,SM_VIEW_CENTER(sm)));
336 +        rgbs[0] += SM_NTH_RGB(sm,s0)[0] + SM_NTH_RGB(sm,s1)[0]
337 +                  + SM_NTH_RGB(sm,s2)[0];
338 +        rgbs[1] += SM_NTH_RGB(sm,s0)[1] + SM_NTH_RGB(sm,s1)[1]
339 +                  + SM_NTH_RGB(sm,s2)[1];
340 +        rgbs[2] += SM_NTH_RGB(sm,s0)[2] + SM_NTH_RGB(sm,s1)[2]
341 +                  + SM_NTH_RGB(sm,s2)[2];
342 +      }
343 +      n = 3*os[0];
344 +    }
345 +    if (!n)
346 +      return(NULL);
347 +    le->qt = qt;
348 +    le->av.rgb[0] = rgbs[0]/n; le->av.rgb[1] = rgbs[1]/n;
349 +    le->av.rgb[2] = rgbs[2]/n; le->av.dist = distsum/(double)n;
350 +  }
351 +  if (lvl == 0 || (lvl > 0 && QT_IS_LEAF(qt)))
352 +  {                             /* render this node */
353 +                                        /* compute pseudo vertices */
354 +    VCOPY(a,v0); VCOPY(b,v1); VCOPY(c,v2);
355 +    normalize(a); normalize(b); normalize(c);
356 +    VSUM(a,SM_VIEW_CENTER(sm),a,le->av.dist);
357 +    VSUM(b,SM_VIEW_CENTER(sm),b,le->av.dist);
358 +    VSUM(c,SM_VIEW_CENTER(sm),c,le->av.dist);
359 +                                        /* draw triangle */
360 +    glColor3ub(le->av.rgb[0],le->av.rgb[1],le->av.rgb[2]);
361 +    /* NOTE: Triangle vertex order may change */
362 +    glVertex3d(c[0],c[1],c[2]);
363 +    glVertex3d(b[0],b[1],b[2]);
364 +    glVertex3d(a[0],a[1],a[2]);
365 +  }
366 +  return(&le->av);
367 + }
368 +
369 +
370 + smRender_stree_level(sm,lvl)
371 + SM *sm;
372 + int lvl;
373 + {
374 +  QUADTREE root;
375 +  int i;
376 +  FVECT t0,t1,t2;
377 +
378 +  if (lvl < 1)
379 +    return;
380 +  glPushAttrib(GL_LIGHTING_BIT);
381 +  glShadeModel(GL_FLAT);
382 +  glBegin(GL_TRIANGLES);
383 +  for(i=0; i < 4; i++)
384 +  {
385 +    root = ST_NTH_ROOT(SM_LOCATOR(sm),i);
386 +    stNth_base_verts(SM_LOCATOR(sm),i,t0,t1,t2);
387 +    qtRender_level(root,t0,t1,t2,sm,lvl-1);
388 +  }
389 +  glEnd();
390 +  glPopAttrib();
391 + }
392 +
393 +
394 + smRender_stree(sm, qual)        /* render some quadtree triangles */
395 + SM *sm;
396 + int qual;
397 + {
398 +  int i, ntarget;
399 +  int lvlcnt[QT_MAX_LEVELS];
400 +
401 +  if (qual <= 0)
402 +    return;
403 +                                /* compute rendering target */
404 +  ntarget = 0;
405 +  SM_FOR_ALL_ACTIVE_TRIS(sm,i)
406 +    ntarget++;
407 +  ntarget = ntarget*qual/100;
408 +  if (!ntarget)
409 +    return;
410 +  for (i = QT_MAX_LEVELS; i--; )
411 +    lvlcnt[i] = 0;
412 +  stCount_level_leaves(lvlcnt, SM_LOCATOR(sm)->root);
413 +  for (ntarget -= lvlcnt[i=0]; i < QT_MAX_LEVELS-1; ntarget -= lvlcnt[++i])
414 +    if (ntarget < lvlcnt[i+1])
415 +      break;
416 +                                /* compute and render target level */
417 +  smRender_stree_level(sm,i);
418 + }
419 +
420 +
421 + smRender_tri(sm,i,vp,clr)
422 + SM *sm;
423   int i;
424   FVECT vp;
425 + int clr;
426   {
427    TRI *tri;
428    double ptr[3];
429    int j;
430  
431    tri = SM_NTH_TRI(sm,i);
432 <  SM_CLEAR_NTH_T_NEW(sm,i);
433 <  if(smNew_tri_cnt)
159 <     smNew_tri_cnt--;
432 >  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
433 >
434    /* NOTE:Triangles are defined clockwise:historical relative to spherical
435       tris: could change
436       */
# Line 174 | Line 448 | FVECT vp;
448    }
449   }
450  
451 < /* 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)
451 > smRender_mixed_tri(sm,i,vp,clr)
452   SM *sm;
453   int i;
454   FVECT vp;
455 < double d;
455 > int clr;
456   {
457    TRI *tri;
458 <  FVECT p;
458 >  double p[3],d;
459    int j,ids[3],cnt;
460    int rgb[3];
461  
191
462    tri = SM_NTH_TRI(sm,i);
463 <  SM_CLEAR_NTH_T_NEW(sm,i);
464 <  if(smNew_tri_cnt)
195 <     smNew_tri_cnt--;
463 >  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
464 >
465    /* NOTE:Triangles are defined clockwise:historical relative to spherical
466       tris: could change
467       */
468    cnt = 0;
469 +  d = 0.0;
470    rgb[0] = rgb[1] = rgb[2] = 0;
471 <  for(j=0;j<3;j++)
471 >  for(j=0;j < 3;j++)
472    {
473 <    ids[j] = T_NTH_V(tri,j);
474 <    if(SM_BG_SAMPLE(sm,ids[j]))
475 <    {
476 <      rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
477 <      rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
478 <      rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
479 <      cnt++;
480 <    }
473 >      ids[j] = T_NTH_V(tri,j);
474 >      if(!SM_BG_SAMPLE(sm,ids[j]))
475 >      {
476 >          rgb[0] += SM_NTH_RGB(sm,ids[j])[0];
477 >          rgb[1] += SM_NTH_RGB(sm,ids[j])[1];
478 >          rgb[2] += SM_NTH_RGB(sm,ids[j])[2];
479 >          cnt++;
480 >          d += DIST(vp,SM_NTH_WV(sm,ids[j]));
481 >      }
482    }
483 <  if(cnt)
483 >  if(cnt > 1)
484    {
485      rgb[0]/=cnt; rgb[1]/=cnt; rgb[2]/=cnt;
486 +    d /= (double)cnt;
487    }
488    for(j=2; j>= 0; j--)
489    {
490      if(SM_BG_SAMPLE(sm,ids[j]))
491 <      glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
492 <                 SM_NTH_RGB(sm,ids[j])[2]);
491 >    {
492 >        glColor3ub(rgb[0],rgb[1],rgb[2]);
493 >        VSUB(p,SM_NTH_WV(sm,ids[j]),SM_VIEW_CENTER(sm));
494 >        p[0] *= d;
495 >        p[1] *= d;
496 >        p[2] *= d;
497 >        VADD(p,p,SM_VIEW_CENTER(sm));
498 >    }
499      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)
500      {
501 <      p[0] *= d;
502 <      p[1] *= d;
503 <      p[2] *= d;
501 >        glColor3ub(SM_NTH_RGB(sm,ids[j])[0],SM_NTH_RGB(sm,ids[j])[1],
502 >                   SM_NTH_RGB(sm,ids[j])[2]);
503 >        VCOPY(p,SM_NTH_WV(sm,ids[j]));
504      }
233    VADD(p,p,vp);
505      glVertex3d(p[0],p[1],p[2]);
506 +   }
507 + }
508 +
509 + smRender_bg_tri(sm,i,vp,d,clr)
510 + SM *sm;
511 + int i;
512 + FVECT vp;
513 + double d;
514 + int clr;
515 + {
516 +  double p[3];
517 +  int j,id;
518 +  TRI *tri;
519 +  
520 +  tri = SM_NTH_TRI(sm,i);
521 +  if (clr) SM_CLEAR_NTH_T_NEW(sm,i);
522 +
523 +  /* NOTE:Triangles are defined clockwise:historical relative to spherical
524 +     tris: could change
525 +     */
526 +  for(j=2; j>= 0; j--)
527 +  {
528 +      id = T_NTH_V(tri,j);
529 +      glColor3ub(SM_NTH_RGB(sm,id)[0],SM_NTH_RGB(sm,id)[1],
530 +                 SM_NTH_RGB(sm,id)[2]);
531 +      VSUB(p,SM_NTH_WV(sm,id),SM_VIEW_CENTER(sm));
532 +      if(dev_zmin >= 0.99)
533 +       {
534 +           p[0] *= d;
535 +           p[1] *= d;
536 +           p[2] *= d;
537 +       }
538 +      VADD(p,p,vp);
539 +      glVertex3d(p[0],p[1],p[2]);
540    }
541   }
542  
543 < smRender_mesh(sm,vp)
543 > smRender_mesh(sm,vp,clr)
544   SM *sm;
545   FVECT vp;
546 + int clr;
547   {
548    int i;
549    TRI *tri;
# Line 252 | Line 558 | FVECT vp;
558    glDisable(GL_DEPTH_TEST);
559    glBegin(GL_TRIANGLES);
560    SM_FOR_ALL_ACTIVE_BG_TRIS(sm,i)
561 <    smRender_bg_tri(sm,i,vp,d);
561 >     smRender_bg_tri(sm,i,vp,d,clr);
562    glEnd();
563    
564    glEnable(GL_DEPTH_TEST);
565    glBegin(GL_TRIANGLES);
566    SM_FOR_ALL_ACTIVE_FG_TRIS(sm,i)
567 <    smRender_tri(sm,i,vp);
567 >  {
568 >      if(!SM_MIXED_TRI(sm,i))
569 >        smRender_tri(sm,i,vp,clr);
570 >     else
571 >        smRender_mixed_tri(sm,i,vp,clr);
572 >  }
573    glEnd();
574  
575    glPopAttrib();
576   }
577 +
578   smRender_tri_edges(sm,i)
579   SM *sm;
580   int i;
# Line 301 | Line 613 | compare_tri_depths(T_DEPTH *td1,T_DEPTH *td2)
613    return(0);
614   }
615  
616 < smDepth_sort_tris(sm,vp,td)
616 > LIST
617 > *smDepth_sort_tris(sm,vp,td)
618   SM *sm;
619 < VIEW *vp;
619 > FVECT vp;
620   T_DEPTH *td;
621   {
622 <  int i,j,t_id;
622 >  int i,j,t_id,v;
623    TRI *tri;
624 <  double d[3];
624 >  double d,min_d;
625 >  LIST *tlist=NULL;
626  
627    i = 0;
628    SM_FOR_ALL_NEW_TRIS(sm,t_id)
629    {
630 <    if(i >= smNew_tri_cnt)
630 >    if(SM_BG_TRI(sm,t_id))
631      {
632 < #ifdef DEBUG
633 <        eputs("smDepth_sort_tris(): more new tris then counted\n");
320 < #endif
321 <        break;
632 >        tlist = push_data(tlist,t_id);
633 >        continue;
634      }
635      tri = SM_NTH_TRI(sm,t_id);
636 + #ifdef DEBUG
637 +    if(i >= smNew_tri_cnt)
638 +    {
639 +      eputs("smDepth_sort_tris():More tris than reported by smNew_tri_cnt\n");
640 +      break;
641 +    }
642 + #endif
643      td[i].tri = t_id;
644 +    min_d = -1;
645      for(j=0;j < 3;j++)
646 <      d[j] = DIST(vp->vp,SM_T_NTH_WV(sm,tri,j));
647 <    td[i].depth = MIN_VEC3(d);
646 >    {
647 >        v = T_NTH_V(tri,j);
648 >        if(!SM_BG_SAMPLE(sm,v))
649 >        {
650 >            d = DIST(vp,SM_NTH_WV(sm,v));
651 >            if(min_d == -1 || d < min_d)
652 >               min_d = d;
653 >        }
654 >    }
655 >    td[i].depth = min_d;
656      i++;
657    }
658 <  qsort((void *)td,smNew_tri_cnt,sizeof(T_DEPTH),compare_tri_depths);
658 >  td[i].tri = -1;
659 >  if(i)
660 >     qsort((void *)td,i,sizeof(T_DEPTH),compare_tri_depths);
661 >  return(tlist);
662   }
663  
664  
665 < smUpdate_Rendered_mesh(sm,vp)
665 > smUpdate_Rendered_mesh(sm,vp,clr)
666   SM *sm;
667 < VIEW *vp;
667 > FVECT vp;
668 > int clr;
669   {
670    static T_DEPTH *td= NULL;
671    static int tsize = 0;
672    int i;
673    GLint depth_test;
674    double d;
675 <
675 >  LIST *bglist;
676    /* For all of the NEW triangles (since last update): assume
677       ACTIVE. Go through and sort on depth value (from vp). Turn
678       Depth Buffer test off and render back-front
# Line 349 | Line 681 | VIEW *vp;
681    if(smNew_tri_cnt > tsize)
682    {
683      if(td)
684 <      free(td);
684 >      free((char *)td);
685      td = (T_DEPTH *)malloc(smNew_tri_cnt*sizeof(T_DEPTH));
686      tsize = smNew_tri_cnt;
687    }
# Line 357 | Line 689 | VIEW *vp;
689    {
690      error(SYSTEM,"smUpdate_Rendered_mesh:Cannot allocate memory\n");
691    }
692 <  smDepth_sort_tris(sm,vp,td);
692 >  bglist = smDepth_sort_tris(sm,vp,td);
693  
694 <  /* Turn Depth Test off */
694 >  /* Turn Depth Test off -- using Painter's algorithm */
695    glPushAttrib(GL_DEPTH_BUFFER_BIT);
696 <  glDepthFunc(GL_ALWAYS);          /* Turn off Depth-painter's algorithm */
365 <
696 >  glDisable(GL_DEPTH_TEST);
697    d = (dev_zmin+dev_zmax)/2.0;
698    /* Now render back-to front */
699    /* First render bg triangles */
369  glDisable(GL_DEPTH_TEST);
700    glBegin(GL_TRIANGLES);
701 <  for(i=0; i< smNew_tri_cnt; i++)
702 <    if(SM_BG_TRI(sm,td[i].tri))
373 <      smRender_bg_tri(sm,td[i].tri,vp,d);
701 >  while(bglist)
702 >     smRender_bg_tri(sm,pop_list(&bglist),vp,d,clr);
703    glEnd();
704  
705 <  glEnable(GL_DEPTH_TEST);
705 >
706    glBegin(GL_TRIANGLES);
707 <  for(i=0; i< smNew_tri_cnt; i++)
708 <    if(!SM_BG_TRI(sm,td[i].tri))
709 <      smRender_tri(sm,td[i].tri,vp);
707 >  i=0;
708 >  while(td[i].tri != -1)
709 >     if(!SM_MIXED_TRI(sm,td[i].tri))
710 >        smRender_tri(sm,td[i++].tri,vp,clr);
711 >     else
712 >        smRender_mixed_tri(sm,td[i++].tri,vp,clr);
713    glEnd();
714  
715    /* Restore Depth Test */
# Line 385 | Line 717 | VIEW *vp;
717   }
718  
719   /*
720 < * smUpdate(vp, qua)    : update OpenGL output geometry for view vp
721 < * VIEW *vp;            : desired view
720 > * smUpdate(view, qua)  : update OpenGL output geometry for view vp
721 > * VIEW *view;          : desired view
722   * int  qual;           : quality level (percentage on linear time scale)
723   *
724   * Draw new geometric representation using OpenGL calls.  Assume that the
725   * view has already been set up and the correct frame buffer has been
726   * selected for drawing.  The quality level is on a linear scale, where 100%
727   * is full (final) quality.  It is not necessary to redraw geometry that has
728 < * been output since the last call to smClean().
728 > * been output since the last call to smClean().  (The last view drawn will
729 > * be view==&odev.v each time.)
730   */
731 < smUpdate(vp,qual)
732 <   VIEW *vp;
731 > smUpdate(view,qual)
732 >   VIEW *view;
733     int qual;
734   {
735    double d;
736 +  int last_update;
737    int t;
738 < #ifdef TEST_DRIVER  
405 <  Current_View = (*vp);
406 < #endif
738 >
739    /* If view has moved beyond epsilon from canonical: must rebuild -
740       epsilon is calculated as running avg of distance of sample points
741 <     from canonical view: m = 1/(SUM1/r): some fraction of this
741 >     from canonical view: m = 1/(AVG(1/r)): some fraction of this
742     */
743 <  d = DIST(vp->vp,SM_VIEW_CENTER(smMesh));
743 >  d = DIST(view->vp,SM_VIEW_CENTER(smMesh));
744    if(qual >= 100 && d > SM_ALLOWED_VIEW_CHANGE(smMesh))
745    {
414      smNew_tri_cnt = 0;
746        /* Re-build the mesh */
747 <      smRebuild_mesh(smMesh,vp);
747 > #ifdef TEST_DRIVER
748 >    odev.v = *view;
749 > #endif    
750 >      smRebuild_mesh(smMesh,view->vp);
751    }
752 <  /* Check if should draw ALL triangles in current frustum */
753 <  if(smClean_notify || (smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT))
752 >  /* This is our final update iff qual==100 and view==&odev.v */
753 >  last_update = qual>=100 && view==&(odev.v);
754 >  /* Check if we should draw ALL triangles in current frustum */
755 >  if(smClean_notify || smNew_tri_cnt > SM_NUM_TRIS(smMesh)*SM_INC_PERCENT)
756    {
757   #ifdef TEST_DRIVER
758      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
759   #else
760 <    tmClearHisto();
761 <    tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
762 <    if(tmComputeMapping(0.,0.,0.) != TM_E_OK)
763 <       return;
764 <    if(tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
765 <                   SM_NUM_SAMP(smMesh))!=TM_E_OK)
766 <       return;
760 >    if (SM_TONE_MAP(smMesh) < SM_NUM_SAMP(smMesh))
761 >    {
762 >       tmClearHisto();
763 >       tmAddHisto(SM_BRT(smMesh),SM_NUM_SAMP(smMesh),1);
764 >       if(tmComputeMapping(0.,0.,0.) != TM_E_OK ||
765 >                   tmMapPixels(SM_RGB(smMesh),SM_BRT(smMesh),SM_CHR(smMesh),
766 >                                SM_NUM_SAMP(smMesh)) != TM_E_OK)
767 >            return;
768 >    }
769   #endif
770 <    smRender_mesh(smMesh,vp->vp);
771 <    smClean_notify = FALSE;
770 >    mark_tris_in_frustum(view);
771 >    if (qual <= 75)
772 >        smRender_stree(smMesh,qual);
773 >    else
774 >        smRender_mesh(smMesh,view->vp,last_update);
775   #ifdef TEST_DRIVER
776      glFlush();
777      glutSwapBuffers();
# Line 456 | Line 797 | smUpdate(vp,qual)
797                     SM_NTH_CHR(smMesh,t), SM_NUM_SAMP(smMesh)-t) != TM_E_OK)
798            return;
799   #endif    
800 <    smUpdate_Rendered_mesh(smMesh,vp);
800 >    smUpdate_Rendered_mesh(smMesh,view->vp,last_update);
801      
802   #ifdef TEST_DRIVER
803      glDrawBuffer(GL_BACK);
804   #endif
805    }
806    SM_TONE_MAP(smMesh) = SM_NUM_SAMP(smMesh);
807 < }
807 >  if (last_update)
808 >  {
809 >    smClean_notify = FALSE;
810 >    smNew_tri_cnt = 0;
811 >    smClear_flags(smMesh,T_NEW_FLAG);
812 >    qtCache_init(0);
813 >  }
814  
815 <    /* LATER:If quality < 100 should draw approximation because it indicates
469 <       the user is moving
470 <       */
471 <
472 <
815 > }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines