int handle_main_ray(struct application *ap, register struct partition *PartHeadp, struct seg *segp) { register struct partition *pp; register struct hit *hitp; /* which hit */ struct application a2; struct cell me; struct cell below; struct cell left; struct cell above; struct cell right; double intensity = 1.0; int edge = 0; int cpu; int oc = 1; RGBpixel col; RT_APPLICATION_INIT(&a2); memset(&me, 0, sizeof(struct cell)); memset(&below, 0, sizeof(struct cell)); memset(&left, 0, sizeof(struct cell)); cpu = ap->a_resource->re_cpu; if (PartHeadp == NULL || segp == NULL) { /* The main shotline missed. pack the application struct */ me.c_ishit = 0; me.c_dist = MISS_DIST; me.c_id = MISS_ID; me.c_region = 0; VSETALL(me.c_hit, MISS_DIST); VSETALL(me.c_normal, 0); VMOVE(me.c_rdir, ap->a_ray.r_dir); } else { pp = PartHeadp->pt_forw; hitp = pp->pt_inhit; /* * Stuff the information for this cell. */ me.c_ishit = 1; me.c_id = pp->pt_regionp->reg_regionid; me.c_dist = hitp->hit_dist; me.c_region = pp->pt_regionp; VMOVE(me.c_rdir, ap->a_ray.r_dir); VJOIN1(me.c_hit, ap->a_ray.r_pt, hitp->hit_dist, ap->a_ray.r_dir); RT_HIT_NORMAL(me.c_normal, hitp, pp->pt_inseg->seg_stp, &(ap->a_ray), pp->pt_inflip); } /* * Now, fire a ray for both the cell below and if necessary, the * cell to the left. */ a2.a_hit = rayhit2; a2.a_miss = raymiss2; a2.a_onehit = 1; a2.a_rt_i = ap->a_rt_i; a2.a_resource = ap->a_resource; a2.a_logoverlap = ap->a_logoverlap; VSUB2(a2.a_ray.r_pt, ap->a_ray.r_pt, dy_model); /* below */ VMOVE(a2.a_ray.r_dir, ap->a_ray.r_dir); a2.a_uptr = (void *)&below; rt_shootray(&a2); if (ap->a_x == 0) { /* * For the first pixel in a scanline, we have to shoot to the * left. For each pixel afterword, we save the current cell * info to be used as the left side cell info for the * following pixel */ VSUB2(a2.a_ray.r_pt, ap->a_ray.r_pt, dx_model); /* left */ VMOVE(a2.a_ray.r_dir, ap->a_ray.r_dir); a2.a_uptr = (void *)&left; rt_shootray(&a2); } else { left.c_ishit = saved[cpu]->c_ishit; left.c_id = saved[cpu]->c_id; left.c_dist = saved[cpu]->c_dist; left.c_region = saved[cpu]->c_region; VMOVE(left.c_rdir, saved[cpu]->c_rdir); VMOVE(left.c_hit, saved[cpu]->c_hit); VMOVE(left.c_normal, saved[cpu]->c_normal); } if (both_sides) { VADD2(a2.a_ray.r_pt, ap->a_ray.r_pt, dy_model); /* above */ VMOVE(a2.a_ray.r_dir, ap->a_ray.r_dir); a2.a_uptr = (void *)&above; rt_shootray(&a2); VADD2(a2.a_ray.r_pt, ap->a_ray.r_pt, dx_model); /* right */ VMOVE(a2.a_ray.r_dir, ap->a_ray.r_dir); a2.a_uptr = (void *)&right; rt_shootray(&a2); } /* * Is this pixel an edge? */ if (both_sides) { edge = is_edge(&intensity, ap, &me, &left, &below, &right, &above); } else { edge = is_edge(&intensity, ap, &me, &left, &below, NULL, NULL); } /* * Does this pixel occlude the second geometry? Note that we must * check on edges as well since right side and top edges are * actually misses. */ if (occlusion_mode != OCCLUSION_MODE_NONE) if (me.c_ishit || edge) oc = occludes(ap, &me); /* * Perverse Pixel Painting Paradigm(tm) If a pixel should be * written to the fb, writeable is set. */ if (occlusion_mode == OCCLUSION_MODE_EDGES) writeable[cpu][ap->a_x] = (edge && oc); else if (occlusion_mode == OCCLUSION_MODE_HITS) writeable[cpu][ap->a_x] = ((me.c_ishit || edge) && oc); else if (occlusion_mode == OCCLUSION_MODE_DITHER) { if (edge && oc) writeable[cpu][ap->a_x] = 1; else if (me.c_ishit && oc) { /* * Dither mode. * * For occluding non-edges, only write every other pixel. */ if (oc == 1 && ((ap->a_x + ap->a_y) % 2) == 0) writeable[cpu][ap->a_x] = 1; else if (oc == 2) writeable[cpu][ap->a_x] = 1; else writeable[cpu][ap->a_x] = 0; } else { writeable[cpu][ap->a_x] = 0; } } else { if (edge) writeable[cpu][ap->a_x] = 1; else writeable[cpu][ap->a_x] = 0; } if (edge) { if (both_sides) { choose_color(col, intensity, &me, &left, &below, &right, &above); } else { choose_color(col, intensity, &me, &left, &below, NULL, NULL); } scanline[cpu][ap->a_x*3+RED] = col[RED]; scanline[cpu][ap->a_x*3+GRN] = col[GRN]; scanline[cpu][ap->a_x*3+BLU] = col[BLU]; } else { scanline[cpu][ap->a_x*3+RED] = bgcolor[RED]; scanline[cpu][ap->a_x*3+GRN] = bgcolor[GRN]; scanline[cpu][ap->a_x*3+BLU] = bgcolor[BLU]; } /* * Save the cell info for the next pixel. */ saved[cpu]->c_ishit = me.c_ishit; saved[cpu]->c_id = me.c_id; saved[cpu]->c_dist = me.c_dist; saved[cpu]->c_region = me.c_region; VMOVE(saved[cpu]->c_rdir, me.c_rdir); VMOVE(saved[cpu]->c_hit, me.c_hit); VMOVE(saved[cpu]->c_normal, me.c_normal); return edge; }
bool OctreeProjectedPolygon::occludes(const BoundingBox& boxOccludee) const { OctreeProjectedPolygon testee(boxOccludee); return occludes(testee); }
bool CubeProjectedPolygon::occludes(const BoundingRectangle& boxOccludee) const { CubeProjectedPolygon testee(boxOccludee); return occludes(testee); }