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- /****************************************************************************
- * lbuffer.c
- *
- * This module implements functions that implement the light buffer.
- *
- * This module was written by Dieter Bayer [DB].
- *
- * from Persistence of Vision(tm) Ray Tracer
- * Copyright 1996 Persistence of Vision Team
- *---------------------------------------------------------------------------
- * NOTICE: This source code file is provided so that users may experiment
- * with enhancements to POV-Ray and to port the software to platforms other
- * than those supported by the POV-Ray Team. There are strict rules under
- * which you are permitted to use this file. The rules are in the file
- * named POVLEGAL.DOC which should be distributed with this file. If
- * POVLEGAL.DOC is not available or for more info please contact the POV-Ray
- * Team Coordinator by leaving a message in CompuServe's Graphics Developer's
- * Forum. The latest version of POV-Ray may be found there as well.
- *
- * This program is based on the popular DKB raytracer version 2.12.
- * DKBTrace was originally written by David K. Buck.
- * DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
- *
- *****************************************************************************/
-
- /****************************************************************************
- *
- * Explanation:
- *
- * -
- *
- * ---
- *
- * Mar 1994 : Creation.
- *
- *****************************************************************************/
-
- #include "frame.h"
- #include "vector.h"
- #include "povproto.h"
- #include "point.h"
- #include "povray.h"
- #include "bbox.h"
- #include "lbuffer.h"
- #include "objects.h"
- #include "triangle.h"
- #include "vlbuffer.h"
-
-
-
- /*****************************************************************************
- * Local preprocessor defines
- ******************************************************************************/
-
-
-
- /*****************************************************************************
- * Local typedefs
- ******************************************************************************/
-
-
-
- /*****************************************************************************
- * Local variabls
- ******************************************************************************/
-
- /* Planes for 3d-clipping. */
-
- static VECTOR VIEW_VX1 = {-0.7071067812, 0.0, -0.7071067812};
- static VECTOR VIEW_VX2 = { 0.7071067812, 0.0, -0.7071067812};
- static VECTOR VIEW_VY1 = {0.0, -0.7071067812, -0.7071067812};
- static VECTOR VIEW_VY2 = {0.0, 0.7071067812, -0.7071067812};
- static DBL VIEW_DX1 = 0.0;
- static DBL VIEW_DX2 = 0.0;
- static DBL VIEW_DY1 = 0.0;
- static DBL VIEW_DY2 = 0.0;
-
-
-
- /*****************************************************************************
- * Static functions
- ******************************************************************************/
-
- static void calc_points PARAMS((int Axis, OBJECT *Object, int *Number, VECTOR *Points, VECTOR Origin));
-
- static int bbox_invisible PARAMS((int Axis, BBOX *BBox, VECTOR Origin));
-
- static void project_rectangle PARAMS((PROJECT *Project, VECTOR P1, VECTOR P2, VECTOR P3, VECTOR P4, int *visible));
- static void project_triangle PARAMS((PROJECT *Project, VECTOR P1, VECTOR P2, VECTOR P3, int *visible));
- static void project_bbox PARAMS((PROJECT *Project, VECTOR *P, int *visible));
- static void project_object PARAMS((PROJECT *Project, OBJECT *Object, int Axis, VECTOR Origin));
-
- static void project_bounding_slab PARAMS((int Axis, VECTOR Origin,
- PROJECT *Project, PROJECT_TREE_NODE **Entry, BBOX_TREE *Node));
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * calc_points
- *
- * INPUT
- *
- * Axis - Axis along the objects will be projected
- * Object - Object
- * Number - Number of points to project
- * Points - Points to project
- * Origin - Origin of current light source
- *
- * OUTPUT
- *
- * Number, Points
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Calculate the points to project depending on the object type,
- * the light source position and the axis. Note that only three
- * points are used for triangles and eight for all other objects.
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- static void calc_points(Axis, Object, Number, Points, Origin)
- int Axis;
- OBJECT *Object;
- int *Number;
- VECTOR *Points, Origin;
- {
- register int i;
- DBL Direction;
- VECTOR P[8];
-
- /* Get points depending on object's type */
-
- if ((Object->Methods == &Triangle_Methods) ||
- (Object->Methods == &Smooth_Triangle_Methods))
- {
- if (Object->Methods == &Triangle_Methods)
- {
- *Number = 3;
-
- Assign_Vector(P[0], ((TRIANGLE *)Object)->P1);
- Assign_Vector(P[1], ((TRIANGLE *)Object)->P2);
- Assign_Vector(P[2], ((TRIANGLE *)Object)->P3);
- }
-
- if (Object->Methods == &Smooth_Triangle_Methods)
- {
- *Number = 3;
-
- Assign_Vector(P[0], ((SMOOTH_TRIANGLE *)Object)->P1);
- Assign_Vector(P[1], ((SMOOTH_TRIANGLE *)Object)->P2);
- Assign_Vector(P[2], ((SMOOTH_TRIANGLE *)Object)->P3);
- }
- }
- else
- {
- *Number = 8;
-
- for (i = 0; i < *Number; i++)
- {
- Assign_BBox_Vect(P[i], Object->BBox.Lower_Left);
-
- P[i][X] += ((i & 1) ? Object->BBox.Lengths[X] : 0.0);
- P[i][Y] += ((i & 2) ? Object->BBox.Lengths[Y] : 0.0);
- P[i][Z] += ((i & 4) ? Object->BBox.Lengths[Z] : 0.0);
- }
- }
-
- /* The points' coordinates need to be relative to the light source */
-
- for (i = 0; i < *Number; i++)
- {
- P[i][X] -= Origin[X];
- P[i][Y] -= Origin[Y];
- P[i][Z] -= Origin[Z];
- }
-
- /* Switch axes so that the specified axis becomes the +Z-axis */
-
- if ((Axis == XaxisP) || (Axis == YaxisP) || (Axis == ZaxisP))
- {
- Direction = 1.0;
- }
- else
- {
- Direction = -1.0;
- }
-
- /* Modify points so that the new z direction is the projection axis */
-
- switch (Axis)
- {
- case XaxisP :
- case XaxisM :
-
- for (i = 0; i < *Number; i++)
- {
- Points[i][X] = P[i][Y];
- Points[i][Y] = P[i][Z];
- Points[i][Z] = P[i][X] * Direction;
- }
-
- break;
-
- case YaxisP :
- case YaxisM :
-
- for (i = 0; i < *Number; i++)
- {
- Points[i][X] = P[i][X];
- Points[i][Y] = P[i][Z];
- Points[i][Z] = P[i][Y] * Direction;
- }
-
- break;
-
- case ZaxisP :
- case ZaxisM :
-
- for (i = 0; i < *Number; i++)
- {
- Points[i][X] = P[i][X];
- Points[i][Y] = P[i][Y];
- Points[i][Z] = P[i][Z] * Direction;
- }
-
- break;
-
- default : Error("Illegal axis in module calc_points() in lbuffer.c.\n");
- }
- }
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * bbox_invisible
- *
- * INPUT
- *
- * Axis - Axis along the objects will be projected
- * BBox - Bounding box to test
- * Origin - Origin of current light source
- *
- * OUTPUT
- *
- * RETURNS
- *
- * int - Flag if bounding box is totally invisble
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Do a quick test if a bounding box is totally invisble from the
- * current light source in the specified axis direction.
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- static int bbox_invisible(Axis, BBox, Origin)
- int Axis;
- BBOX *BBox;
- VECTOR Origin;
- {
- DBL x1, y1, z1, x2, y2, z2, x, y, z;
-
- switch (Axis)
- {
- case XaxisP :
-
- /* Bounding box behind light source? */
-
- if ((x = BBox->Lower_Left[X] + BBox->Lengths[X] - Origin[X]) <= 0.0)
- {
- return(TRUE);
- }
-
- /* Bounding box on the right/left side? */
-
- y1 = BBox->Lower_Left[Y] - Origin[Y];
- y2 = y1 + BBox->Lengths[Y];
-
- if (((y1 > 0.0) && (y1 > x)) || ((y2 < 0.0) && (-y2 > x)))
- {
- return(TRUE);
- }
-
- /* Bounding box on the bottom/top side? */
-
- z1 = BBox->Lower_Left[Z] - Origin[Z];
- z2 = z1 + BBox->Lengths[Z];
-
- if (((z1 > 0.0) && (z1 > x)) || ((z2 < 0.0) && (-z2 > x)))
- {
- return(TRUE);
- }
-
- break;
-
- case XaxisM :
-
- /* Bounding box behind light source? */
-
- if ((x = BBox->Lower_Left[X] - Origin[X]) >= 0.0)
- {
- return(TRUE);
- }
-
- /* Bounding box on the right/left side? */
-
- y1 = BBox->Lower_Left[Y] - Origin[Y];
- y2 = y1 + BBox->Lengths[Y];
-
- if (((y1 > 0.0) && (y1 > -x)) || ((y2 < 0.0) && (y2 < x)))
- {
- return(TRUE);
- }
-
- /* Bounding box on the bottom/top side? */
-
- z1 = BBox->Lower_Left[Z] - Origin[Z];
- z2 = z1 + BBox->Lengths[Z];
-
- if (((z1 > 0.0) && (z1 > -x)) || ((z2 < 0.0) && (z2 < x)))
- {
- return(TRUE);
- }
-
- break;
-
- case YaxisP :
-
- /* Bounding box behind light source? */
-
- if ((y = BBox->Lower_Left[Y] + BBox->Lengths[Y] - Origin[Y]) <= 0.0)
- {
- return(TRUE);
- }
-
- /* Bounding box on the right/left side? */
-
- x1 = BBox->Lower_Left[X] - Origin[X];
- x2 = x1 + BBox->Lengths[X];
-
- if (((x1 > 0.0) && (x1 > y)) || ((x2 < 0.0) && (-x2 > y)))
- {
- return(TRUE);
- }
-
- /* Bounding box on the bottom/top side? */
-
- z1 = BBox->Lower_Left[Z] - Origin[Z];
- z2 = z1 + BBox->Lengths[Z];
-
- if (((z1 > 0.0) && (z1 > y)) || ((z2 < 0.0) && (-z2 > y)))
- {
- return(TRUE);
- }
-
- break;
-
- case YaxisM :
-
- /* Bounding box behind light source? */
-
- if ((y = BBox->Lower_Left[Y] - Origin[Y]) >= 0.0)
- {
- return(TRUE);
- }
-
- /* Bounding box on the right/left side? */
-
- x1 = BBox->Lower_Left[X] - Origin[X];
- x2 = x1 + BBox->Lengths[X];
-
- if (((x1 > 0.0) && (x1 > -y)) || ((x2 < 0.0) && (x2 < y)))
- {
- return(TRUE);
- }
-
- /* Bounding box on the bottom/top side? */
-
- z1 = BBox->Lower_Left[Z] - Origin[Z];
- z2 = z1 + BBox->Lengths[Z];
-
- if (((z1 > 0.0) && (z1 > -y)) || ((z2 < 0.0) && (z2 < y)))
- {
- return(TRUE);
- }
-
- break;
-
- case ZaxisP :
-
- /* Bounding box behind light source? */
-
- if ((z = BBox->Lower_Left[Z] + BBox->Lengths[Z] - Origin[Z]) <= 0.0)
- {
- return(TRUE);
- }
-
- /* Bounding box on the right/left side? */
-
- x1 = BBox->Lower_Left[X] - Origin[X];
- x2 = x1 + BBox->Lengths[X];
-
- if (((x1 > 0.0) && (x1 > z)) || ((x2 < 0.0) && (-x2 > z)))
- {
- return(TRUE);
- }
-
- /* Bounding box on the bottom/top side? */
-
- y1 = BBox->Lower_Left[Y] - Origin[Y];
- y2 = y1 + BBox->Lengths[Y];
-
- if (((y1 > 0.0) && (y1 > z)) || ((y2 < 0.0) && (-y2 > z)))
- {
- return(TRUE);
- }
-
- break;
-
- case ZaxisM :
-
- /* Bounding box behind light source? */
-
- if ((z = BBox->Lower_Left[Z] - Origin[Z]) >= 0.0)
- {
- return(TRUE);
- }
-
- /* Bounding box on the right/left side? */
-
- x1 = BBox->Lower_Left[X] - Origin[X];
- x2 = x1 + BBox->Lengths[X];
-
- if (((x1 > 0.0) && (x1 > -z)) || ((x2 < 0.0) && (x2 < z)))
- {
- return(TRUE);
- }
-
- /* Bounding box on the bottom/top side? */
-
- y1 = BBox->Lower_Left[Y] - Origin[Y];
- y2 = y1 + BBox->Lengths[Y];
-
- if (((y1 > 0.0) && (y1 > -z)) || ((y2 < 0.0) && (y2 < z)))
- {
- return(TRUE);
- }
-
- break;
-
- default :
-
- Error("Illegal axis in bbox_invisible() in lbuffer.c.\n");
- }
-
- return(FALSE);
- }
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * project_rectangle
- *
- * INPUT
- *
- * Project - Rectangle's projection
- * P1, P2, P3, P4 - Rectangle's edges
- * visible - Flag if rectangle is visible
- *
- * OUTPUT
- *
- * Project, visible
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Project a rectangle onto a light source.
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- static void project_rectangle(Project, P1, P2, P3, P4, visible)
- PROJECT *Project;
- VECTOR P1, P2, P3, P4;
- int *visible;
- {
- VECTOR Points[MAX_CLIP_POINTS];
- int i, number;
- int x, y;
- DBL rdiv;
-
- Assign_Vector(Points[0], P1);
- Assign_Vector(Points[1], P2);
- Assign_Vector(Points[2], P3);
- Assign_Vector(Points[3], P4);
-
- number = 4;
-
- Clip_Polygon(Points, &number, VIEW_VX1, VIEW_VX2, VIEW_VY1, VIEW_VY2,
- VIEW_DX1, VIEW_DX2, VIEW_DY1, VIEW_DY2);
-
- if (number)
- {
- for (i = 0; i < number; i++)
- {
- if (Points[i][Z] < EPSILON)
- {
- Points[i][X] = Points[i][Y] = 0.0;
- }
- else
- {
-
- rdiv = (1.0 / Points[i][Z]);
- Points[i][X] *= rdiv;
- Points[i][Y] *= rdiv;
- /*
- Points[i][X] /= Points[i][Z];
- Points[i][Y] /= Points[i][Z];
- */
-
- if (fabs(Points[i][X]) < EPSILON) Points[i][X] = 0.0;
- if (fabs(Points[i][Y]) < EPSILON) Points[i][Y] = 0.0;
- }
-
- x = (int)(MAX_BUFFER_ENTRY * Points[i][X]);
- y = (int)(MAX_BUFFER_ENTRY * Points[i][Y]);
-
- if (x < Project->x1) Project->x1 = x;
- if (x > Project->x2) Project->x2 = x;
- if (y < Project->y1) Project->y1 = y;
- if (y > Project->y2) Project->y2 = y;
- }
-
- *visible = TRUE;
- }
- }
-
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * project_triangle
- *
- * INPUT
- *
- * Project - Triangle's projection
- * P1, P2, P3 - Triangles's edges
- * visible - Flag if triangle is visible
- *
- * OUTPUT
- *
- * Project, visible
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Project a triangle onto a light source.
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- static void project_triangle(Project, P1, P2, P3, visible)
- PROJECT *Project;
- VECTOR P1, P2, P3;
- int *visible;
- {
- VECTOR Points[MAX_CLIP_POINTS];
- int i, number;
- int x, y, clip;
- DBL rdiv;
-
- clip = TRUE;
-
- /* Check if all points lie "in front" of the light source. */
-
- if ((P1[Z] > 0.0) && (P2[Z] > 0.0) && (P3[Z] > 0.0))
- {
- /* Check if all points lie inside the "viewing pyramid". */
-
- if ((fabs(P1[X]) <= P1[Z]) && (fabs(P2[X]) <= P2[Z]) && (fabs(P3[X]) <= P3[Z]) &&
- (fabs(P1[Y]) <= P1[Z]) && (fabs(P2[Y]) <= P2[Z]) && (fabs(P3[Y]) <= P3[Z]))
- {
- /* No clipping is needed. Just project the points. */
-
- clip = FALSE;
- }
- else
- {
- /* Check if all points lie on the "right side". */
-
- if ((P1[X] > 0.0) && (P1[X] > P1[Z]) &&
- (P2[X] > 0.0) && (P2[X] > P2[Z]) &&
- (P3[X] > 0.0) && (P3[X] > P3[Z]))
- {
- return;
- }
-
- /* Check if all points lie on the "left side". */
-
- if ((P1[X] < 0.0) && (-P1[X] > P1[Z]) &&
- (P2[X] < 0.0) && (-P2[X] > P2[Z]) &&
- (P3[X] < 0.0) && (-P3[X] > P3[Z]))
- {
- return;
- }
-
- /* Check if all points lie above the "top side". */
-
- if ((P1[Y] > 0.0) && (P1[Y] > P1[Z]) &&
- (P2[Y] > 0.0) && (P2[Y] > P2[Z]) &&
- (P3[Y] > 0.0) && (P3[Y] > P3[Z]))
- {
- return;
- }
-
- /* Check if all points lie below the "bottom side". */
-
- if ((P1[Y] < 0.0) && (-P1[Y] > P1[Z]) &&
- (P2[Y] < 0.0) && (-P2[Y] > P2[Z]) &&
- (P3[Y] < 0.0) && (-P3[Y] > P3[Z]))
- {
- return;
- }
- }
- }
-
- Assign_Vector(Points[0], P1);
- Assign_Vector(Points[1], P2);
- Assign_Vector(Points[2], P3);
-
- number = 3;
-
- if (clip)
- {
- Clip_Polygon(Points, &number, VIEW_VX1, VIEW_VX2, VIEW_VY1, VIEW_VY2,
- VIEW_DX1, VIEW_DX2, VIEW_DY1, VIEW_DY2);
- }
-
- if (number)
- {
- for (i = 0; i < number; i++)
- {
- if (fabs(Points[i][Z]) < EPSILON)
- {
- Points[i][X] = Points[i][Y] = 0.0;
- }
- else
- {
-
- rdiv = (1.0 / Points[i][Z]);
- Points[i][X] *= rdiv;
- Points[i][Y] *= rdiv;
- /*
- Points[i][X] /= Points[i][Z];
- Points[i][Y] /= Points[i][Z];
- */
-
- if (fabs(Points[i][X]) < EPSILON) Points[i][X] = 0.0;
- if (fabs(Points[i][Y]) < EPSILON) Points[i][Y] = 0.0;
- }
-
- x = (int)(MAX_BUFFER_ENTRY * Points[i][X]);
- y = (int)(MAX_BUFFER_ENTRY * Points[i][Y]);
-
- if (x < Project->x1) Project->x1 = x;
- if (x > Project->x2) Project->x2 = x;
- if (y < Project->y1) Project->y1 = y;
- if (y > Project->y2) Project->y2 = y;
- }
-
- *visible = TRUE;
- }
- }
-
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * Project_BBox
- *
- * INPUT
- *
- * Project - Box's projection
- * P - Box's edges
- * visible - Flag if box is visible
- *
- * OUTPUT
- *
- * Project, visible
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Project an axis-aligned box onto a light source.
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- static void project_bbox(Project, P, visible)
- PROJECT *Project;
- VECTOR *P;
- int *visible;
- {
- int i, x, y;
- DBL rdiv;
-
- /* Check if all points lie "in front" of the light source. */
-
- if ((P[0][Z] > 0.0) && (P[1][Z] > 0.0) && (P[2][Z] > 0.0) && (P[3][Z] > 0.0) &&
- (P[4][Z] > 0.0) && (P[5][Z] > 0.0) && (P[6][Z] > 0.0) && (P[7][Z] > 0.0))
- {
- /* Check if all points lie inside the "viewing pyramid". */
-
- if ((fabs(P[0][X]) <= P[0][Z]) && (fabs(P[1][X]) <= P[1][Z]) &&
- (fabs(P[2][X]) <= P[2][Z]) && (fabs(P[3][X]) <= P[3][Z]) &&
- (fabs(P[4][X]) <= P[4][Z]) && (fabs(P[5][X]) <= P[5][Z]) &&
- (fabs(P[6][X]) <= P[6][Z]) && (fabs(P[7][X]) <= P[7][Z]) &&
- (fabs(P[0][Y]) <= P[0][Z]) && (fabs(P[1][Y]) <= P[1][Z]) &&
- (fabs(P[2][Y]) <= P[2][Z]) && (fabs(P[3][Y]) <= P[3][Z]) &&
- (fabs(P[4][Y]) <= P[4][Z]) && (fabs(P[5][Y]) <= P[5][Z]) &&
- (fabs(P[6][Y]) <= P[6][Z]) && (fabs(P[7][Y]) <= P[7][Z]))
- {
- /* No clipping is needed. Just project the points. */
-
- for (i = 0; i < 8; i++)
- {
- if (P[i][Z] < EPSILON)
- {
- P[i][X] = P[i][Y] = 0.0;
- }
- else
- {
-
- rdiv = (1.0 / P[i][Z]);
- P[i][X] *= rdiv;
- P[i][Y] *= rdiv;
- /*
- P[i][X] /= P[i][Z];
- P[i][Y] /= P[i][Z];
- */
-
- if (fabs(P[i][X]) < EPSILON) P[i][X] = 0.0;
- if (fabs(P[i][Y]) < EPSILON) P[i][Y] = 0.0;
- }
-
- x = (int)(MAX_BUFFER_ENTRY * P[i][X]);
- y = (int)(MAX_BUFFER_ENTRY * P[i][Y]);
-
- if (x < Project->x1) Project->x1 = x;
- if (x > Project->x2) Project->x2 = x;
- if (y < Project->y1) Project->y1 = y;
- if (y > Project->y2) Project->y2 = y;
- }
-
- *visible = TRUE;
-
- return;
- }
- else
- {
- /* Check if all points lie on the "right side". */
-
- for (i = 0; i < 8; i++)
- {
- if ((P[i][X] < 0.0) || (P[i][X] <= P[i][Z])) break;
- }
-
- if (i == 8) return;
-
- /* Check if all points lie on the "left side". */
-
- for (i = 0; i < 8; i++)
- {
- if ((P[i][X] > 0.0) || (-P[i][X] <= P[i][Z])) break;
- }
-
- if (i == 8) return;
-
- /* Check if all points lie above the "top side". */
-
- for (i = 0; i < 8; i++)
- {
- if ((P[i][Y] < 0.0) || (P[i][Y] <= P[i][Z])) break;
- }
-
- if (i == 8) return;
-
- /* Check if all points lie below the "bottom side". */
-
- for (i = 0; i < 8; i++)
- {
- if ((P[i][Y] > 0.0) || (-P[i][Y] <= P[i][Z])) break;
- }
-
- if (i == 8) return;
- }
- }
-
- project_rectangle(Project, P[0], P[1], P[3], P[2], visible);
- project_rectangle(Project, P[4], P[5], P[7], P[6], visible);
- project_rectangle(Project, P[0], P[1], P[5], P[4], visible);
- project_rectangle(Project, P[2], P[3], P[7], P[6], visible);
- project_rectangle(Project, P[1], P[3], P[7], P[5], visible);
- project_rectangle(Project, P[0], P[2], P[6], P[4], visible);
- }
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * project_object
- *
- * INPUT
- *
- * Object - Object to project
- * Project - Projection
- *
- * OUTPUT
- *
- * Project
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Get the projection of a single object onto a light source.
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- static void project_object(Project, Object, Axis, Origin)
- PROJECT *Project;
- OBJECT *Object;
- int Axis;
- VECTOR Origin;
- {
- int visible, Number;
- VECTOR Points[8];
-
- /* Do not project infinite objects (always visible!) */
-
- if (Test_Flag(Object, INFINITE_FLAG))
- {
- Project->x1 = Project->y1 = MIN_BUFFER_ENTRY;
- Project->x2 = Project->y2 = MAX_BUFFER_ENTRY;
-
- return;
- }
-
- /* Get points to project */
-
- calc_points(Axis, Object, &Number, Points, Origin);
-
- visible = FALSE;
-
- Project->x1 = Project->y1 = MAX_BUFFER_ENTRY;
- Project->x2 = Project->y2 = MIN_BUFFER_ENTRY;
-
- if (Number == 3)
- {
- project_triangle(Project, Points[0], Points[1], Points[2], &visible);
- }
- else
- {
- project_bbox(Project, Points, &visible);
- }
-
- if (!visible)
- {
- /* Object is invisible */
-
- Project->x1 = Project->y1 = MAX_BUFFER_ENTRY;
- Project->x2 = Project->y2 = MIN_BUFFER_ENTRY;
- }
- else
- {
- /* We don't want to miss something */
-
- Project->x1 -= 2;
- Project->x2 += 2;
- Project->y1 -= 2;
- Project->y2 += 2;
- }
- }
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * project_bounding_slab
- *
- * INPUT
- *
- * Axis - Axis along the objects will be projected
- * Origin - Origin of current light source
- * Project - Projection
- * Tree - Current node/leaf
- * Object - Node/leaf in bounding slab hierarchy
- *
- * OUTPUT
- *
- * Project, Tree
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Project the bounding slab hierarchy onto a light source and thus create
- * the light buffer hierarchy for this light source.
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- static void project_bounding_slab(Axis, Origin, Project, Tree, Node)
- int Axis;
- VECTOR Origin;
- PROJECT *Project;
- PROJECT_TREE_NODE **Tree;
- BBOX_TREE *Node;
- {
- short int i;
- PROJECT Temp;
- PROJECT_TREE_LEAF *Leaf;
- PROJECT_TREE_NODE New;
-
- COOPERATE_1
-
- /* If the node is totally invisible we are ready. */
-
- if (bbox_invisible(Axis, &Node->BBox, Origin))
- {
- return;
- }
-
- if (Node->Entries)
- {
- /* Current object is a bounding object, i.e. a node in the slab tree. */
-
- /* First, Init new entry. */
-
- New.Entries = 0;
-
- New.Node = Node;
-
- New.Project.x1 = New.Project.y1 = MAX_BUFFER_ENTRY;
- New.Project.x2 = New.Project.y2 = MIN_BUFFER_ENTRY;
-
- /* Allocate temporary memory for node/leaf entries. */
-
- New.Entry = (PROJECT_TREE_NODE **)POV_MALLOC(Node->Entries*sizeof(PROJECT_TREE_NODE *), "temporary tree entry");
-
- /* This is no leaf, it's a node. */
-
- New.is_leaf = FALSE;
-
- /* Second, Get new entry, i.e. project bounding slab's entries. */
-
- for (i = 0; i < Node->Entries; i++)
- {
- New.Entry[i] = NULL;
-
- project_bounding_slab(Axis, Origin, &Temp, &New.Entry[New.Entries], Node->Node[i]);
-
- /* Use only visible entries. */
-
- if (New.Entry[New.Entries] != NULL)
- {
- New.Project.x1 = min(New.Project.x1, Temp.x1);
- New.Project.x2 = max(New.Project.x2, Temp.x2);
- New.Project.y1 = min(New.Project.y1, Temp.y1);
- New.Project.y2 = max(New.Project.y2, Temp.y2);
-
- New.Entries++;
- }
- }
-
- /* If there are any visible entries, we'll use them. */
-
- if (New.Entries > 0)
- {
- /* If there's only one entry, we won't need a new node. */
-
- if (New.Entries == 1)
- {
- *Tree = New.Entry[0];
- *Project = New.Project;
- }
- else
- {
- /* Allocate memory for new node in the light tree. */
-
- *Tree = (PROJECT_TREE_NODE *)POV_MALLOC(sizeof(PROJECT_TREE_NODE), "light tree node");
-
- **Tree = New;
-
- /* Allocate memory for node/leaf entries. */
-
- (*Tree)->Entry = (PROJECT_TREE_NODE **)POV_MALLOC(New.Entries*sizeof(PROJECT_TREE_NODE *), "light tree node");
-
- memcpy((*Tree)->Entry, New.Entry, New.Entries*sizeof(PROJECT_TREE_NODE *));
-
- *Project = New.Project;
- }
- }
-
- /* Get rid of temporary node/leaf entries. */
-
- POV_FREE(New.Entry);
- }
- else
- {
- /* Current object is a normal object, i.e. a leaf in the slab tree. */
-
- /* If object doesn't cast shadows we can skip. */
-
- if (!Test_Flag((OBJECT *)Node->Node, NO_SHADOW_FLAG))
- {
- /* Project object onto light source. */
-
- project_object(Project, (OBJECT *)Node->Node, Axis, Origin);
-
- /* Is the object visible? */
-
- if ((Project->x1 <= Project->x2) && (Project->y1 <= Project->y2))
- {
- /* Allocate memory for new leaf in the light tree. */
-
- *Tree = (PROJECT_TREE_NODE *)POV_MALLOC(sizeof(PROJECT_TREE_LEAF), "light tree leaf");
-
- /* Init new leaf. */
-
- Leaf = (PROJECT_TREE_LEAF *)(*Tree);
-
- Leaf->Node = Node;
-
- Leaf->Project = *Project;
-
- /* Yes, this is a leaf. */
-
- Leaf->is_leaf = TRUE;
- }
- }
- }
- }
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * Build_Light_Buffers
- *
- * INPUT
- *
- * OUTPUT
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Build the light buffers, i.e. the 2d representations of the bounding slab
- * hierarchy seen from the light sources.
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- void Build_Light_Buffers()
- {
- int Axis;
- PROJECT Project;
- LIGHT_SOURCE *Light;
-
- if (!(opts.Quality_Flags & Q_SHADOW) || (!opts.Use_Slabs))
- {
- opts.Options &= ~USE_LIGHT_BUFFER;
- }
-
- if (opts.Options & USE_LIGHT_BUFFER)
- {
- Status_Info("\nCreating light buffers");
-
- /* Build the light buffer for all point(!) light sources */
-
- for (Light = Frame.Light_Sources; Light != NULL; Light = Light->Next_Light_Source)
- {
- if (!Light->Area_Light)
- {
- Status_Info(".");
-
- /* Project bounding slabs on all six sides */
-
- for (Axis = 0; Axis < 6; Axis++)
- {
- Light->Light_Buffer[Axis] = NULL;
-
- project_bounding_slab(Axis, Light->Center, &Project,
- &Light->Light_Buffer[Axis], Root_Object);
- }
- }
- }
- }
- }
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * Destroy_Light_Buffers
- *
- * INPUT
- *
- * OUTPUT
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Destroy the light buffers.
- *
- * CHANGES
- *
- * Sep 1994 : Creation.
- *
- ******************************************************************************/
-
- void Destroy_Light_Buffers()
- {
- int Axis;
- LIGHT_SOURCE *Light;
-
- if (opts.Options & USE_LIGHT_BUFFER)
- {
- for (Light = Frame.Light_Sources; Light != NULL; Light = Light->Next_Light_Source)
- {
- if (!Light->Area_Light)
- {
- for (Axis = 0; Axis < 6; Axis++)
- {
- if (Light->Light_Buffer[Axis] != NULL)
- {
- Destroy_Project_Tree(Light->Light_Buffer[Axis]);
- }
-
- Light->Light_Buffer[Axis] = NULL;
- }
- }
- }
- }
- }
-
-
-
- /*****************************************************************************
- *
- * FUNCTION
- *
- * Intersect_Light_Tree
- *
- * INPUT
- *
- * Ray - Shadow ray
- * Tree - Light tree's top-node
- * x - X-coordinate of the shadow ray
- * y - Y-coordinate of the shadow ray
- * Best_Intersection - Intersection found
- * Best_Object - Object found
- *
- * OUTPUT
- *
- * Best_Intersection, Best_Object
- *
- * RETURNS
- *
- * AUTHOR
- *
- * Dieter Bayer
- *
- * DESCRIPTION
- *
- * Intersect a shadow ray with the light tree
- * (same as for the vista tree but without pruning).
- *
- * CHANGES
- *
- * May 1994 : Creation.
- *
- ******************************************************************************/
-
- int Intersect_Light_Tree(Ray, Tree, x, y, Best_Intersection, Best_Object)
- RAY *Ray;
- PROJECT_TREE_NODE *Tree;
- int x, y;
- INTERSECTION *Best_Intersection;
- OBJECT **Best_Object;
- {
- INTERSECTION New_Intersection;
- unsigned short i;
- unsigned size;
- int Found;
- RAYINFO rayinfo;
- DBL key;
- BBOX_TREE *BBox_Node;
- PROJECT_TREE_NODE *Node;
-
- /* If there's no vista tree then return. */
-
- if (Tree == NULL)
- {
- return(FALSE);
- }
-
- /* Start with an empty priority queue */
-
- VLBuffer_Queue->QSize = 0;
-
- Found = FALSE;
-
- #ifdef BBOX_EXTRA_STATS
- Increase_Counter(stats[totalQueueResets]);
- #endif
-
- /* Traverse the tree. */
-
- size = 0;
-
- /* Create the direction vectors for this ray */
-
- Create_Rayinfo(Ray, &rayinfo);
-
- /* Fill the priority queue with all possible candidates */
-
- /* Check root */
-
- Increase_Counter(stats[LBuffer_Tests]);
-
- if ((x >= Tree->Project.x1) && (x <= Tree->Project.x2) &&
- (y >= Tree->Project.y1) && (y <= Tree->Project.y2))
- {
- Increase_Counter(stats[LBuffer_Tests_Succeeded]);
-
- Node_Queue->Queue[size++] = Tree;
- }
-
- /* Loop until queue is empty. */
-
- while (size > 0)
- {
- Tree = Node_Queue->Queue[--size];
-
- if (Tree->is_leaf)
- {
- /* Leaf --> test object's bounding box in 3d */
-
- Check_And_Enqueue(VLBuffer_Queue,
- ((PROJECT_TREE_LEAF *)Tree)->Node,
- &((PROJECT_TREE_LEAF *)Tree)->Node->BBox, &rayinfo);
- }
- else
- {
- /* Check siblings of the node in 2d */
-
- for (i = 0; i < Tree->Entries; i++)
- {
- Node = Tree->Entry[i];
-
- Increase_Counter(stats[LBuffer_Tests]);
-
- if ((x >= Node->Project.x1) && (x <= Node->Project.x2) &&
- (y >= Node->Project.y1) && (y <= Node->Project.y2))
- {
- Increase_Counter(stats[LBuffer_Tests_Succeeded]);
-
- /* Reallocate queues if they're too small. */
-
- Reinitialize_VLBuffer_Code();
-
- /* Add node to node queue */
-
- Node_Queue->Queue[size++] = Node;
- }
- }
- }
- }
-
- /* Now test the candidates in the priority queue */
-
- while (VLBuffer_Queue->QSize > 0)
- {
- Priority_Queue_Delete(VLBuffer_Queue, &key, &BBox_Node);
-
- if (key > Best_Intersection->Depth)
- {
- break;
- }
-
- if (Intersection(&New_Intersection, (OBJECT *)BBox_Node->Node, Ray))
- {
- if (New_Intersection.Depth < Best_Intersection->Depth)
- {
- *Best_Intersection = New_Intersection;
-
- *Best_Object = (OBJECT *)BBox_Node->Node;
-
- Found = TRUE;
- }
- }
- }
-
- return(Found);
- }
-
-
-
-