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************************************************************************
* Support routines for quadric surfaces *
************************************************************************
* EAM Jun 1997 - initial version, supports version 2.4(alpha) of render
* EAM May 1998 - additional error checking to go with Parvati/rastep
* EAM Jan 1999 - version 2.4i
* EAM Mar 2008 - Gfortran optimization breaks the object accounting.
* No solution yet. Break qinp.f into separate file
************************************************************************
*
* Quadric surfaces include spheres, cones, ellipsoids, paraboloids, and
* hyperboloids. The motivation for this code was to allow rendering
* thermal ellipsoids for atoms, so the other shapes have not been
* extensively tested.
* A quadric surface is described by 10 parameters (A ... J).
* For efficiency during rendering it is also useful to know the center and
* a bounding sphere. So a QUADRIC descriptor to render has 17 parameters:
* 14 (object type QUADRIC)
* X Y Z RADLIM RED GRN BLU
* A B C D E F G H I J
*
* The surface itself is the set of points for which Q(x,y,z) = 0
* where
* Q(x,y,z) = A*x^2 + B*y^2 + C*z^2
* + 2D*x*y + 2E*y*z + 2F*z*x
* + 2G*x + 2H*y + 2I*z
* + J
*
* It is convenient to store this information in a matrix QQ
* | QA QD QF QG | QA = A QB = B QC = C
* QQ = | QD QB QE QH | QD = D QE = E QF = F
* | QF QE QC QI | QG = G QH = H QI = I
* | QG QH QI QJ | QJ = J
*
* Then Q(x,y,x) = XT*QQ*X where X = (x,y,z,1)
* The point of this is that a 4x4 homogeneous transformation T can be
* applied to QQ by matrix multiplication: QQ' = TinvT * QQ * Tinv
*
* The surface normal is easily found by taking the partial derivatives
* of Q(x,y,z) at the point of interest.
************************************************************************
* TO DO:
* - can we distinguish an ellipsoid from other quadrics? Do we care?
* - fix optimization problems with qinp
************************************************************************
CCC Process single object descriptor during input phase
CC
C
function qinp( buf, detail, shadow, sdtail )
* Use MODULE LISTS not COMMON /LISTS/ for dynamic allocation
USE LISTS
*
IMPLICIT NONE
logical qinp
real buf(100)
real detail(17), sdtail(14)
logical shadow
*
real QQ(4,4), QP(4,4), QT(4,4)
real xq, yq, zq, radlim, red, grn, blu
real xc, yc, zc, rc
real xr, yr, zr, xs, ys, zs, rs
real pfac
*
integer ix,iy,ixlo,ixhi,iylo,iyhi
c VOLATILE ix,iy,ixlo,ixhi,iylo,iyhi
*
* Array sizes
INCLUDE 'parameters.incl'
*
EXTERNAL PERSP
REAL PERSP
*
COMMON /RASTER/ NTX,NTY,NPX,NPY
INTEGER NTX,NTY,NPX,NPY
*
COMMON /MATRICES/ XCENT, YCENT, SCALE, EYEPOS, SXCENT, SYCENT,
& TMAT, TINV, TINVT, SROT, SRTINV, SRTINVT
& ,RAFTER, TAFTER
REAL XCENT, YCENT, SCALE, EYEPOS, SXCENT, SYCENT
REAL TMAT(4,4), TINV(4,4), TINVT(4,4)
REAL SROT(4,4), SRTINV(4,4), SRTINVT(4,4)
REAL RAFTER(4,4), TAFTER(3)
*
C Replace COMMON with MODULE
C COMMON /LISTS/ KOUNT, MOUNT, TTRANS, ISTRANS
C INTEGER KOUNT(MAXNTX,MAXNTY), MOUNT(NSX,NSY)
C INTEGER TTRANS(MAXNTX,MAXNTY), ISTRANS
*
COMMON /NICETIES/ TRULIM, ZLIM, FRONTCLIP, BACKCLIP
& , ISOLATION
REAL TRULIM(3,2), ZLIM(2), FRONTCLIP, BACKCLIP
LOGICAL ISOLATION
*
* Assume this is legitimate
qinp = .TRUE.
*
* Update limits (have to trust the center coords)
*
xq = buf(1)
yq = buf(2)
zq = buf(3)
radlim = buf(4)
call assert(radlim.ge.0,'limiting radius < 0 in quadric')
if (radlim.gt.0) then
trulim(1,1) = MIN( trulim(1,1), xq)
trulim(1,2) = MAX( trulim(1,2), xq)
trulim(2,1) = MIN( trulim(2,1), yq)
trulim(2,2) = MAX( trulim(2,2), yq)
trulim(3,1) = MIN( trulim(3,1), zq)
trulim(3,2) = MAX( trulim(3,2), zq)
endif
*
* Standard color checks
*
red = buf(5)
grn = buf(6)
blu = buf(7)
call assert(red.ge.0,'red < 0 in quadric')
call assert(red.le.1,'red > 1 in quadric')
call assert(grn.ge.0,'grn < 0 in quadric')
call assert(grn.le.1,'grn > 1 in quadric')
call assert(blu.ge.0,'blu < 0 in quadric')
call assert(blu.le.1,'blu > 1 in quadric')
*
* Transform center before saving
* (But can we deal with perspective????)
*
call transf (xq, yq, zq)
radlim = radlim / TMAT(4,4)
if (eyepos.gt.0) then
c pfac = 1./(1.-zq/eyepos)
pfac = persp(zq)
xq = xq * pfac
yq = yq * pfac
zq = zq * pfac
radlim = radlim * pfac
endif
xc = xq * scale + xcent
yc = yq * scale + ycent
zc = zq * scale
rc = radlim * scale
* save transformed Z limits
zlim(1) = min( zlim(1), zc )
zlim(2) = max( zlim(2), zc )
*
* check for Z-clipping
if (zc.gt.FRONTCLIP .or. zc.lt.BACKCLIP) then
qinp = .FALSE.
return
endif
*
detail(1) = xc
detail(2) = yc
detail(3) = zc
detail(4) = rc
detail(5) = red
detail(6) = grn
detail(7) = blu
*
* This is a terrible kludge, but necessary if called from normal3d -size BIGxBIG
* Thes test should really be if we are called from normal3d but no flag for that
if (ntx.gt.size(kount,1) .or. nty.gt.size(kount,2)) goto 101
*
* Tally for tiles the object might impinge on
* Again we are relying on the correctness of the center coordinates
*
ixlo = (xc-rc) / npx + 1
ixhi = (xc+rc) / npx + 1
iylo = (yc-rc) / npy + 1
iyhi = (yc+rc) / npy + 1
if (ixlo.lt.1) ixlo = 1
if (ixlo.gt.NTX) goto 101
if (ixhi.lt.1) goto 101
if (ixhi.gt.NTX) ixhi = NTX
if (iylo.lt.1) iylo = 1
if (iylo.gt.NTY) goto 101
if (iyhi.lt.1) goto 101
if (iyhi.gt.NTY) iyhi = NTY
do iy = iylo,iyhi
do ix = ixlo,ixhi
KOUNT(ix,iy) = KOUNT(ix,iy) + 1
TTRANS(ix,iy) = TTRANS(ix,iy) + istrans
enddo
enddo
101 continue
*
* build matrix from coeffients describing quadric surface in standard form
*
qq(1,1) = buf(8)
qq(2,2) = buf(9)
qq(3,3) = buf(10)
qq(1,2) = buf(11)
qq(2,1) = buf(11)
qq(2,3) = buf(12)
qq(3,2) = buf(12)
qq(1,3) = buf(13)
qq(3,1) = buf(13)
qq(1,4) = buf(14)
qq(4,1) = buf(14)
qq(2,4) = buf(15)
qq(4,2) = buf(15)
qq(3,4) = buf(16)
qq(4,3) = buf(16)
qq(4,4) = buf(17)
*
* Transformed matrix QP = TINV(Transpose) * QQ * TINV
* where TINV is the inverse of TMAT
*
call tmul4( qt, qq, tinv )
call tmul4( qp, tinvt, qt )
CD noise = 0
CD write (noise,191) 'QT ',((QT(i,j),j=1,4),i=1,4)
CD 191 format(a,4(/,4f8.4))
CD write (noise,191) 'QP ',((QP(i,j),j=1,4),i=1,4)
*
* Save components of quadric surface built from transformed matrix
* for use during rendering
*
detail(8) = qp(1,1)
detail(9) = qp(2,2)
detail(10) = qp(3,3)
detail(11) = qp(1,2)
detail(12) = qp(2,3)
detail(13) = qp(1,3)
detail(14) = qp(1,4)
detail(15) = qp(2,4)
detail(16) = qp(3,4)
detail(17) = qp(4,4)
*
* Do it all over again for the shadow buffers NOT TESTED YET!
* (since I'm a little confused about what transformation
* I need to apply to the QQ matrix in shadow space)
*
if (.not.shadow) return
* first transform center and limiting sphere
xr = srot(1,1)*xq + srot(1,2)*yq + srot(1,3)*zq
yr = srot(2,1)*xq + srot(2,2)*yq + srot(2,3)*zq
zr = srot(3,1)*xq + srot(3,2)*yq + srot(3,3)*zq
xs = xr * scale + sxcent
ys = yr * scale + sycent
zs = zr * scale
rs = radlim * scale
sdtail(1) = xs
sdtail(2) = ys
sdtail(3) = zs
sdtail(4) = rs
* tally shadow tiles the object might impinge on
ixlo = (xs-rs) / npx + 1
ixhi = (xs+rs) / npx + 1
iylo = (ys-rs) / npy + 1
iyhi = (ys+rs) / npy + 1
if (ixlo.lt.1) ixlo = 1
if (ixlo.gt.NSX) goto 209
if (ixhi.lt.1) goto 209
if (ixhi.gt.NSX) ixhi = NSX
if (iylo.lt.1) iylo = 1
if (iylo.gt.NSY) goto 209
if (iyhi.lt.1) goto 209
if (iyhi.gt.NSY) iyhi = NSY
do iy = iylo,iyhi
do ix = ixlo,ixhi
MOUNT(ix,iy) = MOUNT(ix,iy) + 1
enddo
enddo
* transform QQ into shadow space as well
call tmul4( qt, qp, srtinv )
call tmul4( qp, srtinvt, qt )
sdtail(5) = qp(1,1)
sdtail(6) = qp(2,2)
sdtail(7) = qp(3,3)
sdtail(8) = qp(1,2)
sdtail(9) = qp(2,3)
sdtail(10) = qp(1,3)
sdtail(11) = qp(1,4)
sdtail(12) = qp(2,4)
sdtail(13) = qp(3,4)
sdtail(14) = qp(4,4)
*
209 continue
*
* Done with input
*
return
end
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