void WavefrontDisplayDevice::tristrip(int numverts, const float * cnv,
                                      int numstrips, const int *vertsperstrip,
                                      const int *facets) {
  int i, strip, t, v = 0;
  int stripaddr[2][3] = { {0, 1, 2}, {1, 0, 2} };
  float vec1[3];
  float norm1[3];
  const float onethird = (1.0f / 3.0f);

  // write out list of vertices and normals
  for (i=0; i<numverts; i++) {
    int idx = i*10;

    (transMat.top()).multpoint3d(cnv + idx + 7, vec1);
    fprintf(outfile, "v %f %f %f\n", vec1[0], vec1[1], vec1[2]);

    (transMat.top()).multnorm3d(cnv + idx + 4, norm1);
    fprintf(outfile, "vn %f %f %f\n", norm1[0], norm1[1], norm1[2]);
  }

  // render triangle strips one triangle at a time
  // triangle winding order is:
  //   v0, v1, v2, then v2, v1, v3, then v2, v3, v4, etc.
  // loop over all of the triangle strips
  for (strip=0; strip < numstrips; strip++) {
    // loop over all triangles in this triangle strip
    for (t = 0; t < (vertsperstrip[strip] - 2); t++) {
      // render one triangle, using lookup table to fix winding order
      int v0 = facets[v + (stripaddr[t & 0x01][0])];
      int v1 = facets[v + (stripaddr[t & 0x01][1])];
      int v2 = facets[v + (stripaddr[t & 0x01][2])];

#ifdef VMDGENMTLFILE
      // The Wavefront format does not allow per-vertex colors/materials,
      // so we use per-facet coloring, averaging the three vertex colors and
      // selecting the closest color from the VMD color table.
      const float *c1 = cnv + v0 * 10;
      const float *c2 = cnv + v1 * 10;
      const float *c3 = cnv + v2 * 10;
      float r, g, b;
      r = (c1[0] + c2[0] + c3[0]) * onethird; // average three vertex colors
      g = (c1[1] + c2[1] + c3[1]) * onethird;
      b = (c1[2] + c2[2] + c3[2]) * onethird;

      int cindex = nearest_index(r, g, b);
      write_cindexmaterial(cindex, materialIndex);
#endif

      // use negative relative indices required for wavefront obj format
      v0 -= numverts;
      v1 -= numverts;
      v2 -= numverts;
      fprintf(outfile, "f %d//%d %d//%d %d//%d\n", v0, v0, v1, v1, v2, v2); 
      v++; // move on to next vertex
    }
    v+=2; // last two vertices are already used by last triangle
  }
}
// use an efficient mesh primitve rather than individual triangles
// when possible.
void WavefrontDisplayDevice::trimesh_c4n3v3(int numverts, float * cnv,
                                            int numfacets, int * facets) {
  int i;
  float vec1[3];
  float norm1[3];
  const float onethird = (1.0f / 3.0f);

  // write out list of vertices and normals
  for (i=0; i<numverts; i++) {
    int idx = i*10;

    (transMat.top()).multpoint3d(cnv + idx + 7, vec1);
    fprintf(outfile, "v %f %f %f\n", vec1[0], vec1[1], vec1[2]);

    (transMat.top()).multnorm3d(cnv + idx + 4, norm1);
    fprintf(outfile, "vn %f %f %f\n", norm1[0], norm1[1], norm1[2]);
  }

  // loop over all of the facets in the mesh
  for (i=0; i<numfacets*3; i+=3) {
    int v0 = facets[i    ];
    int v1 = facets[i + 1];
    int v2 = facets[i + 2];

#ifdef VMDGENMTLFILE
    // The Wavefront format does not allow per-vertex colors/materials,
    // so we use per-facet coloring, averaging the three vertex colors and
    // selecting the closest color from the VMD color table.
    const float *c1 = cnv + v0 * 10;
    const float *c2 = cnv + v1 * 10;
    const float *c3 = cnv + v2 * 10;
    float r, g, b;
    r = (c1[0] + c2[0] + c3[0]) * onethird; // average three vertex colors
    g = (c1[1] + c2[1] + c3[1]) * onethird;
    b = (c1[2] + c2[2] + c3[2]) * onethird;

    int cindex = nearest_index(r, g, b);
    write_cindexmaterial(cindex, materialIndex);
#endif

    // use negative relative indices required for wavefront obj format
    v0 -= numverts;
    v1 -= numverts;
    v2 -= numverts;
    fprintf(outfile, "f %d//%d %d//%d %d//%d\n", v0, v0, v1, v1, v2, v2);
  }
}
Пример #3
0
// draw a sphere array
void TachyonDisplayDevice::sphere_array(int spnum, int spres, float *centers, float *radii, float *colors) {
  float vec[3];
  float radius;
  int i, ind;

  ind = 0;
  for (i=0; i<spnum; i++) {
    // transform the world coordinates
    (transMat.top()).multpoint3d(&centers[ind], vec);
    radius = scale_radius(radii[i]);

    // draw the sphere
    fprintf(outfile, "Sphere \n");  // sphere
    fprintf(outfile, "  Center %g %g %g \n ", vec[0], vec[1], -vec[2]);
    fprintf(outfile, "  Rad %g \n", radius );
    write_colormaterial(&colors[ind], materialIndex);
    ind += 3; // next sphere
  }

  // set final color state after array has been drawn
  ind=(spnum-1)*3;
  super_set_color(nearest_index(colors[ind], colors[ind+1], colors[ind+2]));
}
Пример #4
0
void PSDisplayDevice::render(const VMDDisplayList *display_list) {
   DepthSortObject depth_obj;
   char *cmd_ptr;
   int draw;
   int tok;
   int nc;
   float a[3], b[3], c[3], d[3];
   float cent[3];
   float r;
   Matrix4 ident;
   float textsize=1.0f; // default text size

   // first we want to clear the transformation matrix stack
   while (transMat.num())
      transMat.pop();

   // push on the identity matrix
   transMat.push(ident);

   // load the display list's transformation matrix
   super_multmatrix(display_list->mat.mat);

   // Now we need to calculate the normalized position of the light
   // so we can compute angles of surfaces to that light for shading
   norm_light[0] = lightState[0].pos[0];
   norm_light[1] = lightState[0].pos[1];
   norm_light[2] = lightState[0].pos[2];
   if (norm_light[0] || norm_light[1] || norm_light[2])
      vec_normalize(norm_light);

   // Computer periodic images
   ResizeArray<Matrix4> pbcImages;
   find_pbc_images(display_list, pbcImages);
   int nimages = pbcImages.num();

   for (int pbcimage = 0; pbcimage < nimages; pbcimage++) {
     transMat.dup();
     super_multmatrix(pbcImages[pbcimage].mat);

   // Loop through the display list and add each object to our
   // depth-sort list for final rendering.
   VMDDisplayList::VMDLinkIter cmditer;
   display_list->first(&cmditer);
   while ((tok = display_list->next(&cmditer, cmd_ptr)) != DLASTCOMMAND) {
      draw = 0;
      nc = -1;

      switch (tok) {
         case DPOINT:
            // allocate memory
            depth_obj.points = (float *) malloc(sizeof(float) * 2);
            if (!depth_obj.points) {
               // memory error
               if (!memerror) {
                  memerror = 1;
                  msgErr << "PSDisplayDevice: Out of memory. Some " <<
                     "objects were not drawn." << sendmsg;
               }
               break;
            }

            // copy data
            depth_obj.npoints = 1;
            depth_obj.color = colorIndex;
            (transMat.top()).multpoint3d(((DispCmdPoint *) cmd_ptr)->pos, a);
            memcpy(depth_obj.points, a, sizeof(float) * 2);

            // compute the distance to the eye
            depth_obj.dist = compute_dist(a);

            // valid object to depth sort
            draw = 1;
            break;

         case DSPHERE:
         {
            (transMat.top()).multpoint3d(((DispCmdSphere *) cmd_ptr)->pos_r, c);
            r = scale_radius(((DispCmdSphere *) cmd_ptr)->pos_r[3]);

            sphere_approx(c, r);
            break;
         }

         case DSPHEREARRAY:
         {
            DispCmdSphereArray *sa = (DispCmdSphereArray *) cmd_ptr;
            int cIndex, rIndex; // cIndex: index of colors & centers
                                // rIndex: index of radii.
            float * centers;
            float * radii;
            float * colors;
            sa->getpointers(centers, radii, colors);

            set_sphere_res(sa->sphereres);

            for (cIndex = 0, rIndex=0; rIndex < sa->numspheres; 
                 cIndex+=3, rIndex++)
            {
                colorIndex = nearest_index(colors[cIndex],
                                           colors[cIndex+1],
                                           colors[cIndex+2]);
                (transMat.top()).multpoint3d(&centers[cIndex] , c);
                r = scale_radius(radii[rIndex]);

                sphere_approx(c, r);
            }

            break;
         }   

         case DLINE:
            // check for zero-length line (degenerate)
            if (!memcmp(((DispCmdLine *) cmd_ptr)->pos1,
                        ((DispCmdLine *) cmd_ptr)->pos2,
                        sizeof(float) * 3)) {
               // degenerate line
               break;
            }

            // allocate memory
            depth_obj.points = (float *) malloc(sizeof(float) * 4);
            if (!depth_obj.points) {
               // memory error
               if (!memerror) {
                  memerror = 1;
                  msgErr << "PSDisplayDevice: Out of memory. Some " <<
                     "objects were not drawn." << sendmsg;
               }
               break;
            }

            // copy data
            depth_obj.npoints = 2;
            depth_obj.color = colorIndex;
            (transMat.top()).multpoint3d(((DispCmdLine *) cmd_ptr)->pos1, a);
            (transMat.top()).multpoint3d(((DispCmdLine *) cmd_ptr)->pos2, b);
            memcpy(depth_obj.points, a, sizeof(float) * 2);
            memcpy(&depth_obj.points[2], b, sizeof(float) * 2);

            // compute the centerpoint of the object
            cent[0] = (a[0] + b[0]) / 2;
            cent[1] = (a[1] + b[1]) / 2;
            cent[2] = (a[2] + b[2]) / 2;

            // compute the distance to the eye
            depth_obj.dist = compute_dist(cent);

            // valid object to depth sort
            draw = 1;
            break;

         case DLINEARRAY:
           {
            // XXX much replicated code from DLINE
            float *v = (float *)cmd_ptr;
            int nlines = (int)v[0];
            v++;
            for (int i=0; i<nlines; i++) {
              // check for degenerate line
              if (!memcmp(v,v+3,3*sizeof(float)))
                break;

              // allocate memory
              depth_obj.points = (float *) malloc(sizeof(float) * 4);
              if (!depth_obj.points) {
                 // memory error
                 if (!memerror) {
                    memerror = 1;
                    msgErr << "PSDisplayDevice: Out of memory. Some " <<
                       "objects were not drawn." << sendmsg;
                 }
                 break;
              }

              // copy data
              depth_obj.npoints = 2;
              depth_obj.color = colorIndex;
              (transMat.top()).multpoint3d(v, a);
              (transMat.top()).multpoint3d(v+3, b);
              memcpy(depth_obj.points, a, sizeof(float) * 2);
              memcpy(&depth_obj.points[2], b, sizeof(float) * 2);
  
              // compute the centerpoint of the object
              cent[0] = (a[0] + b[0]) / 2;
              cent[1] = (a[1] + b[1]) / 2;
              cent[2] = (a[2] + b[2]) / 2;
  
              // compute the distance to the eye
              depth_obj.dist = compute_dist(cent);
 
              // we'll add the object here, since we have multiple objects 
              draw = 0;
              memusage += sizeof(float) * 2 * depth_obj.npoints;
              points += depth_obj.npoints;
              objects++;
              depth_list.append(depth_obj);

              v += 6;
            } 
           }
           break;           

         case DPOLYLINEARRAY:
           {
            // XXX much replicated code from DLINE / DLINEARRAY
            float *v = (float *)cmd_ptr;
            int nverts = (int)v[0];
            v++;
            for (int i=0; i<nverts-1; i++) {
              // check for degenerate line
              if (!memcmp(v,v+3,3*sizeof(float)))
                break;

              // allocate memory
              depth_obj.points = (float *) malloc(sizeof(float) * 4);
              if (!depth_obj.points) {
                 // memory error
                 if (!memerror) {
                    memerror = 1;
                    msgErr << "PSDisplayDevice: Out of memory. Some " <<
                       "objects were not drawn." << sendmsg;
                 }
                 break;
              }

              // copy data
              depth_obj.npoints = 2;
              depth_obj.color = colorIndex;
              (transMat.top()).multpoint3d(v, a);
              (transMat.top()).multpoint3d(v+3, b);
              memcpy(depth_obj.points, a, sizeof(float) * 2);
              memcpy(&depth_obj.points[2], b, sizeof(float) * 2);
  
              // compute the centerpoint of the object
              cent[0] = (a[0] + b[0]) / 2;
              cent[1] = (a[1] + b[1]) / 2;
              cent[2] = (a[2] + b[2]) / 2;
  
              // compute the distance to the eye
              depth_obj.dist = compute_dist(cent);
 
              // we'll add the object here, since we have multiple objects 
              draw = 0;
              memusage += sizeof(float) * 2 * depth_obj.npoints;
              points += depth_obj.npoints;
              objects++;
              depth_list.append(depth_obj);

              v += 3;
            } 
           }
           break;           
 
         case DCYLINDER:
         {
            int res;

            (transMat.top()).multpoint3d((float *) cmd_ptr, a);
            (transMat.top()).multpoint3d(&((float *) cmd_ptr)[3], b);
            r = scale_radius(((float *) cmd_ptr)[6]);
            res = (int) ((float *) cmd_ptr)[7];

            cylinder_approx(a, b, r, res, (int) ((float *) cmd_ptr)[8]);
            break;
         }

         case DCONE:
         {
            (transMat.top()).multpoint3d(((DispCmdCone *) cmd_ptr)->pos1, a);
            (transMat.top()).multpoint3d(((DispCmdCone *) cmd_ptr)->pos2, b);
            float r1 = scale_radius(((DispCmdCone *) cmd_ptr)->radius);
            float r2 = scale_radius(((DispCmdCone *) cmd_ptr)->radius2);

            // XXX current implementation can't draw truncated cones.
            if (r2 > 0.0f) {
              msgWarn << "PSDisplayDevice) can't draw truncated cones" 
                      << sendmsg;
            }
            cone_approx(a, b, r1);
            break;
         }

        case DTEXTSIZE:
          textsize = ((DispCmdTextSize *)cmd_ptr)->size;
          break;

        case DTEXT:
        {
            float* pos = (float *)cmd_ptr;
#if 0
            // thickness not implemented yet
            float thickness = pos[3];    // thickness is stored in 4th slot
#endif
            char* txt = (char *)(pos+4);
            int   txtlen = strlen(txt);
            // allocate memory
            depth_obj.points = (float *) malloc(sizeof(float) * 2);
            depth_obj.text   = (char  *) malloc(sizeof(char) * (txtlen+1));
            if ( !(depth_obj.points || depth_obj.text) ) {
              // memory error
              if (!memerror) {
                 memerror = 1;
                 msgErr << "PSDisplayDevice: Out of memory. Some " <<
                    "objects were not drawn." << sendmsg;
              }
              break;
           }

            // copy data
            depth_obj.npoints = 1;
            depth_obj.color = colorIndex;
            (transMat.top()).multpoint3d(((DispCmdPoint *) cmd_ptr)->pos, a);
            memcpy(depth_obj.points, a, sizeof(float) * 2);
            strcpy(depth_obj.text , txt);

            // note scale factor, stored into "light_scale", so we didn't
            // have to add a new structure member just for this.
            depth_obj.light_scale = textsize * 15;

            // compute the distance to the eye
            depth_obj.dist = compute_dist(a);

            // valid object to depth sort
            draw = 1;
            break;
         }

         case DTRIANGLE:
            // check for degenerate triangle
            if (!memcmp(((DispCmdTriangle *) cmd_ptr)->pos1,
                        ((DispCmdTriangle *) cmd_ptr)->pos2,
                        sizeof(float) * 3) ||
                !memcmp(((DispCmdTriangle *) cmd_ptr)->pos2,
                        ((DispCmdTriangle *) cmd_ptr)->pos3,
                        sizeof(float) * 3) ||
                !memcmp(((DispCmdTriangle *) cmd_ptr)->pos2,
                        ((DispCmdTriangle *) cmd_ptr)->pos3,
                        sizeof(float) * 3)) {
               // degenerate triangle
               break;
            }

            // allocate memory
            depth_obj.points = (float *) malloc(sizeof(float) * 6);
            if (!depth_obj.points) {
               // memory error
               if (!memerror) {
                  memerror = 1;
                  msgErr << "PSDisplayDevice: Out of memory. Some " <<
                     "objects were not drawn." << sendmsg;
               }
               break;
            }

            // copy data
            depth_obj.npoints = 3;
            depth_obj.color = (nc >= 0) ? nc : colorIndex;
            (transMat.top()).multpoint3d(((DispCmdTriangle *) cmd_ptr)->pos1, a);
            (transMat.top()).multpoint3d(((DispCmdTriangle *) cmd_ptr)->pos2, b);
            (transMat.top()).multpoint3d(((DispCmdTriangle *) cmd_ptr)->pos3, c);
            memcpy(depth_obj.points, a, sizeof(float) * 2);
            memcpy(&depth_obj.points[2], b, sizeof(float) * 2);
            memcpy(&depth_obj.points[4], c, sizeof(float) * 2);

            // compute the centerpoint of the object
            cent[0] = (a[0] + b[0] + c[0]) / 3;
            cent[1] = (a[1] + b[1] + c[1]) / 3;
            cent[2] = (a[2] + b[2] + c[2]) / 3;

            // compute the distance to the eye for depth sorting
            depth_obj.dist = compute_dist(cent);

            // compute a light shading factor
            depth_obj.light_scale = compute_light(a, b, c);

            // valid object to depth sort
            draw = 1;
            break;

         case DTRIMESH_C4F_N3F_V3F:
            // call a separate routine to break up the mesh into
            // its component triangles
            decompose_mesh((DispCmdTriMesh *) cmd_ptr);
            break;

         case DTRISTRIP:
            // call a separate routine to break up the strip into
            // its component triangles
            decompose_tristrip((DispCmdTriStrips *) cmd_ptr);
            break;

         case DSQUARE:
            // check for degenerate quadrilateral
            if (!memcmp(((DispCmdSquare *) cmd_ptr)->pos1,
                        ((DispCmdSquare *) cmd_ptr)->pos2,
                        sizeof(float) * 3) ||
                !memcmp(((DispCmdSquare *) cmd_ptr)->pos1,
                        ((DispCmdSquare *) cmd_ptr)->pos3,
                        sizeof(float) * 3) ||
                !memcmp(((DispCmdSquare *) cmd_ptr)->pos1,
                        ((DispCmdSquare *) cmd_ptr)->pos4,
                        sizeof(float) * 3) ||
                !memcmp(((DispCmdSquare *) cmd_ptr)->pos2,
                        ((DispCmdSquare *) cmd_ptr)->pos3,
                        sizeof(float) * 3) ||
                !memcmp(((DispCmdSquare *) cmd_ptr)->pos2,
                        ((DispCmdSquare *) cmd_ptr)->pos4,
                        sizeof(float) * 3) ||
                !memcmp(((DispCmdSquare *) cmd_ptr)->pos3,
                        ((DispCmdSquare *) cmd_ptr)->pos4,
                        sizeof(float) * 3)) {
               // degenerate quadrilateral
               break;
            }

            // allocate memory
            depth_obj.points = (float *) malloc(sizeof(float) * 8);
            if (!depth_obj.points) {
               // memory error
               if (!memerror) {
                  memerror = 1;
                  msgErr << "PSDisplayDevice: Out of memory. Some " <<
                     "objects were not drawn." << sendmsg;
               }
               break;
            }

            // copy data
            depth_obj.npoints = 4;
            depth_obj.color = colorIndex;
            (transMat.top()).multpoint3d(((DispCmdSquare *) cmd_ptr)->pos1, a);
            (transMat.top()).multpoint3d(((DispCmdSquare *) cmd_ptr)->pos2, b);
            (transMat.top()).multpoint3d(((DispCmdSquare *) cmd_ptr)->pos3, c);
            (transMat.top()).multpoint3d(((DispCmdSquare *) cmd_ptr)->pos4, d);
            memcpy(depth_obj.points, a, sizeof(float) * 2);
            memcpy(&depth_obj.points[2], b, sizeof(float) * 2);
            memcpy(&depth_obj.points[4], c, sizeof(float) * 2);
            memcpy(&depth_obj.points[6], d, sizeof(float) * 2);

            // compute the centerpoint of the object
            cent[0] = (a[0] + b[0] + c[0] + d[0]) / 4;
            cent[1] = (a[1] + b[1] + c[1] + d[1]) / 4;
            cent[2] = (a[2] + b[2] + c[2] + d[2]) / 4;

            // compute the distance to the eye for depth sorting
            depth_obj.dist = compute_dist(cent);

            // compute a light shading factor
            depth_obj.light_scale = compute_light(a, b, c);

            // valid object to depth sort
            draw = 1;
            break;

         case DCOLORINDEX:
            colorIndex = ((DispCmdColorIndex *) cmd_ptr)->color;
            break;

         case DSPHERERES:
            set_sphere_res(((int *) cmd_ptr)[0]);
            break;

         default:
            // unknown object, so just skip it
            break;
      }

      // if we have a valid object to add to the depth sort list
      if (draw && depth_obj.npoints) {
         memusage += sizeof(float) * 2 * depth_obj.npoints;
         if ( depth_obj.text )
           memusage += sizeof(char) * (1+strlen(depth_obj.text));
         points += depth_obj.npoints;
         objects++;
         depth_list.append(depth_obj);
      }

      depth_obj.npoints = 0;
      depth_obj.points = NULL;

   } // while (tok != DLASTCOMMAND)

     transMat.pop();
   } // end for() [periodic images]
}
Пример #5
0
void PSDisplayDevice::decompose_tristrip(DispCmdTriStrips *strip)
{
    int s, t, v = 0;
    int v0, v1, v2;
    float r, g, b;
    float x[3], y[3], z[3], cent[3];
    DepthSortObject depth_obj;

    depth_obj.npoints = 3;

    // lookup table for winding order
    const int stripaddr[2][3] = { {0, 1, 2}, {1, 0, 2} };

    float *cnv;
    int *f;
    int *vertsperstrip;
    strip->getpointers(cnv, f, vertsperstrip);

    // loop over all of the triangle strips
    for (s = 0; s < strip->numstrips; s++)
    {
        // loop over all triangles in this triangle strip
        for (t = 0; t < vertsperstrip[s] - 2; t++)
        {
            v0 = f[v + (stripaddr[t & 0x01][0])] * 10;
            v1 = f[v + (stripaddr[t & 0x01][1])] * 10;
            v2 = f[v + (stripaddr[t & 0x01][2])] * 10;

            // allocate memory for the points
            depth_obj.points = (float *) malloc(6 * sizeof(float));
            if (!depth_obj.points) {
                if (!memerror) {
                    memerror = 1;
                    msgErr << "PSDisplayDevice: Out of memory. Some "
                           << "objects were not drawn." << sendmsg;
                }
                continue;
            }

            // average the three colors and use that average as the color for
            // this triangle
            r = (cnv[v0+0] + cnv[v1+0] + cnv[v2+0]) / 3; 
            g = (cnv[v0+1] + cnv[v1+1] + cnv[v2+1]) / 3; 
            b = (cnv[v0+2] + cnv[v1+2] + cnv[v2+2]) / 3; 
            depth_obj.color = nearest_index(r, g, b);

            // transform from world coordinates to screen coordinates and copy
            // each point to the depth sort structure in one fell swoop
            (transMat.top()).multpoint3d(&cnv[v0 + 7], x);
            (transMat.top()).multpoint3d(&cnv[v1 + 7], y);
            (transMat.top()).multpoint3d(&cnv[v2 + 7], z);
            memcpy(depth_obj.points, x, sizeof(float) * 2);
            memcpy(&depth_obj.points[2], y, sizeof(float) * 2);
            memcpy(&depth_obj.points[4], z, sizeof(float) * 2);

            // compute the centerpoint of the object
            cent[0] = (x[0] + y[0] + z[0]) / 3;
            cent[1] = (x[1] + y[1] + z[1]) / 3;
            cent[2] = (x[2] + y[2] + z[2]) / 3;

            // now compute distance to eye
            depth_obj.dist = compute_dist(cent);

            // light shading factor
            depth_obj.light_scale = compute_light(x, y, z);

            // done ... add the object to the list
            memusage += sizeof(float) * 2 * depth_obj.npoints;
            points += depth_obj.npoints;
            objects++;
            depth_list.append(depth_obj);

            v++; // move on to next vertex
        } // triangles
    v+=2; // last two vertices are already used by last triangle
    } // strips  
}
Пример #6
0
void PSDisplayDevice::decompose_mesh(DispCmdTriMesh *mesh) {
   int i;
   int fi;
   int f1, f2, f3;
   float r, g, b;
   float x[3], y[3], z[3], cent[3];
   float *cnv;
   int *f;
   mesh->getpointers(cnv, f);
   DepthSortObject depth_obj;

   depth_obj.npoints = 3;

   fi = -3;
   for (i = 0; i < mesh->numfacets; i++) {
      fi += 3;
      f1 = f[fi    ] * 10;
      f2 = f[fi + 1] * 10;
      f3 = f[fi + 2] * 10;

      // allocate memory for the points
      depth_obj.points = (float *) malloc(6 * sizeof(float));
      if (!depth_obj.points) {
         if (!memerror) {
            memerror = 1;
            msgErr << "PSDisplayDevice: Out of memory. Some " <<
               "objects were not drawn." << sendmsg;
         }
         continue;
      }

      // average the three colors and use that average as the color for
      // this triangle
      r = (cnv[f1] + cnv[f2] + cnv[f3]) / 3;
      g = (cnv[f1 + 1] + cnv[f2 + 1] + cnv[f3 + 1]) / 3;
      b = (cnv[f1 + 2] + cnv[f2 + 2] + cnv[f3 + 2]) / 3;
      depth_obj.color = nearest_index(r, g, b);

      // transform from world coordinates to screen coordinates and copy
      // each point to the depth sort structure in one fell swoop
      (transMat.top()).multpoint3d(&cnv[f1 + 7], x);
      (transMat.top()).multpoint3d(&cnv[f2 + 7], y);
      (transMat.top()).multpoint3d(&cnv[f3 + 7], z);
      memcpy(depth_obj.points, x, sizeof(float) * 2);
      memcpy(&depth_obj.points[2], y, sizeof(float) * 2);
      memcpy(&depth_obj.points[4], z, sizeof(float) * 2);

      // compute the centerpoint of the object
      cent[0] = (x[0] + y[0] + z[0]) / 3;
      cent[1] = (x[1] + y[1] + z[1]) / 3;
      cent[2] = (x[2] + y[2] + z[2]) / 3;

      // now compute distance to eye
      depth_obj.dist = compute_dist(cent);

      // light shading factor
      depth_obj.light_scale = compute_light(x, y, z);

      // done ... add the object to the list
      memusage += sizeof(float) * 2 * depth_obj.npoints;
      points += depth_obj.npoints;
      objects++;
      depth_list.append(depth_obj);
   }

}
Пример #7
0
void cubic_spline(int size1, int size2, const double *grid1, const double *grid2, const double *data1,
		  double *data2, double yp1, double ypn  )
{
  double *y2=NULL, *u=NULL;
  double p, sig, qn, un, h, a, b;
  int i, k, n, klo, khi;
  
  for(i=1; i<size1; i++) {
    if( grid1[i] <= grid1[i-1] ) error_handler("cubic_spline: grid1 is not monotonic increasing");
  }

  for(i=0; i<size2; i++) {
    if( grid2[i] < grid1[0] || grid2[i] > grid1[size1-1]) error_handler("cubic_spline: grid2 lies outside grid1");
  }  

  if(size1 < 2) error_handler("cubic_spline: the size of input grid should be at least 2");
  if(size1 == 2) {  /* when size1 is 2, it just reduced to a linear interpolation */
    p = (data1[1]-data1[0])/(grid1[1]-grid1[0]);
    for(i=0; i< size2; i++) data2[i] = p*(grid2[i] - grid1[0]) + data1[0];
    return;
  }
  y2 = (double *)malloc(size1*sizeof(double));
  u = (double *)malloc(size1*sizeof(double));
  if (yp1 >.99e30) {
    y2[0]=0.;
    u[0]=0.;
  }
  else {
    y2[0]=-0.5;
    u[0]=(3./(grid1[1]-grid1[0]))*((data1[1]-data1[0])/(grid1[1]-grid1[0])-yp1);
  }

  for(i=1; i<size1-1; i++) {
    sig=(grid1[i]-grid1[i-1])/(grid1[i+1]-grid1[i-1]);
    p=sig*y2[i-1]+2.;
    y2[i]=(sig-1.)/p;
    u[i]=(6.*((data1[i+1]-data1[i])/(grid1[i+1]-grid1[i])-(data1[i]-data1[i-1])
	      /(grid1[i]-grid1[i-1]))/(grid1[i+1]-grid1[i-1])-sig*u[i-1])/p;

  }
  
  if (ypn > .99e30) {
    qn=0.;
    un=0.;
  }
  else {
    qn=0.5;
    un=(3./(grid1[size1-1]-grid1[size1-2]))*(ypn-(data1[size1-1]-data1[size1-2])/(grid1[size1-1]-grid1[size1-2]));
  }

  y2[size1-1]=(un-qn*u[size1-2])/(qn*y2[size1-2]+1.);

  for(k=size1-2; k>=0; k--) y2[k] = y2[k]*y2[k+1]+u[k];

  /* interpolate data onto grid2 */
  for(k=0; k<size2; k++) {
    n = nearest_index(grid2[k],grid1, size1);
    if (grid1[n] < grid2[k]) {
	 klo = n;
    }
    else {
      if(n==0) {
	klo = n;
      }
      else {
	klo = n -1;
      }
    }
    khi = klo+1;
    h   = grid1[khi]-grid1[klo];
    a   = (grid1[khi] - grid2[k])/h;
    b   = (grid2[k] - grid1[klo])/h;
    data2[k] = a*data1[klo] + b*data1[khi]+ ((pow(a,3.0)-a)*y2[klo] + (pow(b,3.0)-b)*y2[khi])*(pow(h,2.0))/6;
  }

  free(y2);
  free(u);
  
};/* cubic spline */
void WavefrontDisplayDevice::write_colormaterial(float *rgb, int material) {
#ifdef VMDGENMTLFILE
  int cindex = nearest_index(rgb[0], rgb[1], rgb[2]);
  write_cindexmaterial(cindex, material);
#endif
}