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MODULE LISTS
INTEGER, ALLOCATABLE, DIMENSION(:,:) :: KOUNT, MOUNT
INTEGER, ALLOCATABLE, DIMENSION(:,:) :: TTRANS
INTEGER ISTRANS
END MODULE LISTS
PROGRAM RENDER
USE LISTS
*
* Version 3.0 (14 Dec 2010)
*
* EAM May 1990 - add object type CYLIND (cylinder with rounded ends)
* and CYLFLAT (cylinder with flat ends)
* - use Phong shading on triangles if they are sequentially
* adjoining.
* EAM Feb 1991 - port to Ultrix (minor changes) and modify output format
* to depend on code in separate module "local".
* EAM Mar 1993 - fix embarrassingly stupid bug in cylinder shadowing
* add object type PLANE (triangle with infinite extent)
* EAM Nov 1993 - Version 2.0 (beta test)
* fix bug which allowed objects to shadow themselves
* Command line options for 3 output modes
* EAM Apr 1994 - Version 2.0 release
* TIFF output support in local.c
* minor changes to fortran source to make IBM xlf compiler happy
* EAM Sep 1994 - EXPERIMENTAL VERSION WITH OBJECT TYPES 7, 8, 9
* EAM Jan 1995 - move DATA statement to make linux happy
* EAM Mar 1995 - fix bug in routine CYLTEST which took bites out of cylinder ends
* EAM May 1995 - fold object types 7/8/9 back into distributed code for V2.1
* EAM Jan 1996 - Version 2.2
* Add code for transparency and faster MATERIAL bookkeeping
* Also fix major problems with explicit surface normals
* object type 8 expanded to describe transparency
* EAM May 1996 - antialiasing scheme 4, file indirection,
* minor changes to accommodate HPUX
* EAM Oct 1996 - trap and forgive shadowing error due to too small NSX,NSY
* EAM Nov 1996 - scheme 0 causes alpha blend channel in output image
* per-tile count of transparent objects
* EAM Jan 1997 - zero length cylinders treated as spheres
* Object types 10 + 11 (fonts and labels) accepted but ignored
* Object type 12 reserved for other label information
* Material properties can override object colors
* - Material OPT(1) = 1 transparency option
* OPT(4) = continuation lines for more material properties
* EAM Mar 1997 - Make SLOP larger, and dependent on tile size
* - GLOW light source specified by object type 13
* EAM May 1997 - V2.3c allow multiple glow lights; make cyltest a function;
* V2.3d remove DATA statements; more terse output;
* BACKFACE material option; EYEPOS = 0.0 disables perspective
* EAM Jul 1997 - add commons LISTS MATRICES NICETIES RASTER
* - D_LINES code for quadric surfaces, ISOLATION
* EAM Sep 1997 - fix normals of flat cylinder ends (thanks to Takaaki Fukami)
* EAM Nov 1997 - add VERTEXRGB object type to extend triangle descriptions,
* allow # as comment delimiter in input stream
* EAM Dec 1997 - Release V2.4b
* EAM Feb 1998 - fixed bug in check against limiting radius of quadrics
* EAM Jul 1998 - Object type 16 (GLOBAL PROPERTIES); fog
* EAM Aug 1998 - render back side of transparent flat-ended cylinders
* by duplicating object with INSIDE flag bit set.
* EAM Oct 1998 - check environmental variable R3D_LIB for input file indirection
* - V2.4g includes some preliminary code to support Z-clipping
* EAM Nov 1998 - more work on Z-clipping
* EAM Feb 1999 - re-work output module local.c to support -jpeg and -out
* EAM May 1999 - allow explicit vertex colors for cylinders also
* EAM Jul 1999 - 2.4l preliminary work towards an after-the-fact rotation option
* EAM Sep 1999 - 2.5a command line parsing in separate routine parse()
* label processing folded into render; routines in r3dtops.f
* EAM Jan 2000 - 2.5b general release
* EAM Feb 2000 - 2.5c (bug fixes to 2.5b)
* EAM Mar 2000 - object types VTRANSP (18) and ISOLATE2 (19)
* EAM Sep 2000 - 2.5e uncompress indirect files ending with .Z or .gz
* discard BACKCLIP objects on input, implement BACKCLIP material
* EAM Nov 2000 - 2.5f more bug-fixes to rotation of surface normals
* EAM Feb 2001 - 2.5g command line shadows
* EAM Mar 2001 - V2.6 (alpha test)
* bounding planes
* revamped transparency code, remove limit of 2 stacked objects
* break out shared maximum dimensions to paramters.incl
* make back surface HIDING (former INMODE=4) the default for
* non-bounded opaque triangles
* EAM Jul 2001 - V2.6b first release
* EAM Aug 2001 - V2.6c bug-fix for MOPT1 processing
* PNG output format ( -DPNG_SUPPORT )
* EAM Feb 2002 - allow a little RIBBONSLOP in testing for ribbon triangles
* fix up complicated corner cases in bounded surface algorithm
* EAM Apr 2002 - clean up auto-tiling, and allow zero NPX or NPY to trigger it
* EAM Apr 2006 - V2.6d gfortran accommodations
* - Change AND() to iand() everywhere
* - Change OR() to ior() everywhere
* EAM Mar 2008 - initialize various static storage areas
* FZ Dec 2009 - initialize more static storage areas (valgrind runs)
* FZ Feb 2010 - expandable memory allocation
* JMK Dec 2010 - Bugfix for JUSTCLIPPED reported by Joe Krahn
* JMK Dec 2010 - More transparency algorithms; use OPT[2] to pass choice
* EAM Dec 2010 - Read in all header info before initializing output file
* EAM Apr 2011 - Ignore blank lines when looking for next object
*
* General organization:
*
* - read in control parameters and initial output image file
* - read in list of objects
* - count objects that may impinge on each tile
* - do this for both pixel and rotated "shadow" space
* - sort objects
* - go through main object list in sorted order
* - fill in short lists of objects
* - repeat the sort etc. for the objects in shadow space
* - that's it for the "cheap" part
* - for each tile:
* - for each pixel:
* - search objects to find highest point for pixel
* - if it's transparent find the next one down as well
* - transform resulting (x,y,z) to shadow space
* - find closest z' for new x',y'
* - this tells you if the pixel is in shadow or not
* - shade accordingly
* - copy tile to output buffer
*
*
* Easy-to-change constants (kept in file parameters.incl):
*
* - maximum size of any expandable array MAXMEM
* - maximum number of tiles in each direction MAXNTX*, MAXNTY*
* - number of shadow tiles in each direction NSX, NSY
* - maximum number of pixels in a tile MAXNPX*, MAXNPY*
* - maximum number of objects MAXOBJ*
* - maximum number of material specifications MAXMAT*
* - maximum depth of stack transparent objects MAXTRANSP
*
* *NOTE: MAXNTX,MAXNTY,MAXNPX,MAXNPY,MAXOBJ and MAXMAT are now
* initial array sizes for expandable arrays, rather than limits.
*
* Input (line by line except where noted):
*
* - TITLE anything you like
* - NTX,NTY tiles in each direction
* - NPX,NPY pixels per tile to compute in each direction
* - SCHEME pixel averaging scheme (1, 2, or 3)
* - 0 no anti-aliasing, use alpha channel
* - 1 no anti-aliasing, no alpha channel
* - 2 means 2x2 computing pixels for 1 output pixel
* - 3 means 3x3 computing pixels for 2x2 output pixels
* - 4 same as 3, but NTX,NTY expanded inside program
* - BKGND background colour (r,g,b in range 0 to 1)
* - SHADOW "shadow mode?" (T or F)
* - IPHONG Phong power (e.g., 20)
* - STRAIT straight-on (2ndary) light component (e.g., 0.1)
* - AMBIEN ambient light component (e.g., 0.05)
* - SPECLR specular reflection component (e.g., 0.30)
* - EYEPOS eye position along +z coordinate (e.g., 4)
* - relative to 1=narrow dimension of screen
* - used for perspective, EYEPOS = 0.0 disables perspective
* - SOURCE main light source position (x,y,z components)
* - vector length ignored, point source is at infinity
* - TMAT global transformation on input objects
* - postfix 4x4 matrix on 4 lines, as you would write it
* - upper left 3x3 must be pure rotation
* - lower left 1x3 is translation
* - lower right 1x1 is global scaling (reduction)
* - upper right 3x1 causes extra perspective (should be 0)
* - applies to homogeneous co-ordinates (x,y,z,1)
* - radii are only scaled down by global scaling TMAT(4,4)
* - INMODE object input mode (1, 2, or 3)
* - mode 1: all objects are triangles
* - mode 2: all objects are spheres
* - mode 3: each object will be preceded by type
* - INFMT or INFMTS object input format(s), 1 per line
* - one format for modes 1 and 2, or three for mode 3
* - each is fortran format in parentheses, or single *
* - for 3 formats, the order of formats and details is:
* - triangle: x1,y1,z1,x2,y2,z2,x3,y3,z3,r,g,b
* - sphere: x,y,z,radius,r,g,b
* - trcone: x1,y1,z1,rad1,x2,y2,z2,rad2,r,g,b
* - cylinder: as truncated cone, but 2nd radius ignored
* - objects
* - modes 1,2: each object starts on a new line
* - read according to the single format given
* - mode 3: each object is preceded by a line giving type
* - type 1: triangle (to be read with 1st format)
* - type 2: sphere (to be read with 2nd format)
* - type 3: cylinder with rounded ends (3rd format)
* - type 4: [not implemented: truncated cone]
* - type 5: cylinder with flat ends (3rd format)
* - type 6: plane (=triangle with infinite extent) (1st format)
* - type 7: normal vectors for previous triangle (1st format)
* - type 8: material definition which applies to subsequent objects
* - type 9: end previous material
* - type 10: font selection (ignored in render)
* - type 11: label (ignored other than to count them)
* - type 12: (reserved for additional label processing)
* - type 13: glow light source
* - type 14: quadric surface (usually an ellipsoid)
* - type 15: disable coordinate transformation of subsequent objects
* - type 16: global properties (e.g. FOG)
* - type 17: RGB triple for each vertex of preceding object
* - type 18: transparency at each vertex of preceding object
* - type 19: variant of type 15; forces unitary coordinate sytem
* - type 0: no more objects (equivalent to eof)
*
*-----------------------------------------------------------------------------
* EAM Sep 1994
*
* 1) Object type 7 signals an extra record giving explicit vertex normals
* for a single triangle. This extra record must directly follow the
* corresponding triangle and uses the same format.
*
* 2) Object type 8 signals an extra record giving extra or more explicit
* material properties object. Current (trial) contents of record are:
* MPHONG - overrides global Phong power for specular reflections
* MSPEC - overrides global specular scattering contribution
* SR,SG,SB - red/green/blue components for specular highlighting
* (values <0 cause highlights to match object colour)
* CLRITY - 0.0 (opaque) => 1.0 (transparent)
* CLROPT - [reserved] suboptions for transparency handling
* OPT2 - [reserved] suboptions for bounding planes Is it really used?
* OPT3 - [reserved]
* OPT4 - # of additional modifier records immediately following
* These material properties remain in effect for subsequent objects
* until object type 9 appears to terminate the effect.
*
* 3) Object type 9 terminates effect of previous materials property
*
*-----------------------------------------------------------------------------
* Object types 10 and 11 are used for specifying labels.
* Label object types are
* - type 10: Font_Name size alignment
* - type 11: XYZ RGB on first line
* label (ascii characters enclosed in quotes) on second line
* Object type 12 is reserved to go with this, as I have a nagging
* suspicion more information may turn out to be necessary.
*-----------------------------------------------------------------------------
* Object type 13 specifies a "glow" light source; i.e. a non-shadowing
* light source with finite origin GLOWSRC and illumination range GLOWRAD.
* Specular highlights for this source specified by GLOWCOL and GPHONG.
* 0.0 < GLOW < 1.0 = contribution of glow to total lighting model.
* 13
* GLOWSRC(3) GLOWRAD GLOW GOPT GPHONG GLOWCOL(3)
*-----------------------------------------------------------------------------
* V2.4
* Object type 14 specifies a quadric surface
* QQ = Ax^2 + By^2 + Cz^2 + 2Dxy + 2Eyz + 2Fxz + 2Gx + 2Hy + 2Iz + J
* centered at XC,YC,ZC and truncated at bounding radius RC. Supporting
* code is in file quadric.f
* 14
* XC YC ZC RC RED GRN BLU
* A B C D E F G H I J
*
* Object type 15 is a single line signaling that subsequent objects are
* not to be transformed by the TMAT matrix in the header. This isolation
* from TMAT is terminated by an end material record (object type 9).
*-----------------------------------------------------------------------------
* V2.6
* Object type 4 is used internally to implement bounding planes.
* The BOUNDING_PLANE definition is given in the input stream as
* a modifier to a MATERIAL descriptor. At the time it is read in
* render creates a new object of type 4 to hold the bounding
* plane parameters and modifiers.
* DETAIL(K+...) is loaded with the following parameters:
* SUBTYPE, BPTYPE, X,Y,Z, XNORM, YNORM, ZNORM, RED, GREEN, BLUE
*-----------------------------------------------------------------------------
*
* Object space convention:
*
* - this is the space TMAT is supposed to map your data to
* - centre of "virtual screen" is (0,0,0)
* - x to right, y to top, z towards viewer
* - the smaller of the x and y dimensions goes from -.5 to +.5
* - z cuts off at +1 and -1 by default, but is modified by FRONTCLIP, BACKCLIP
* - shadow box dimensions determined by NSX/NTX, NSY/NTY
*
*-----------------------------------------------------------------------------
* David Bacon's comments from Version 1.0
*
* Bugs:
*
* - perspective is applied to raw objects, giving wrong lighting
* - perspective unity factor is always at z=0 in object space
* - shadow box doesn't necessarily enclose entire view prism
* - some ASSERT calls are commented out for extra speed
* - SLOP parameter is empirical fix to imprecision in shadowing
*
* Deferred priorities:
*
* - superior pixel averaging (you should use another pass?)
* - better assignment of triangles to tiles (do clipping?)
* - better estimate of max. triangle elevation within tile
*
*
* Why I don't do shadowing properly:
*
* Although you might not notice it as a casual observer,
* the main light source is (in effect) in different places
* for different parts of the picture. More precisely,
* perspective is applied to the objects comprising the
* picture first, and THEN the lighting from a distant
* light source is applied. The lighting would be correct
* if there were no perspective, because the angle doesn't
* change across the picture. With a scene in perspective,
* however, the angle of the light beam, from the eye's
* viewpoint, should vary a little.
* The reason I allow this error is because the use of "tiles"
* is implicitly a parallel projection, so I have to apply the
* perspective to the objects initially.
* Conceivably I could "undo" this whenever taking the light
* source point of view (this would result in using a slightly
* different light source position for different parts of the
* picture), but that would cause another problem:
* Perspective distorts spheres differently depending on whether
* you ask about each point on the surface individually or use one
* perspective factor for all points based on the centre. Consider
* even a sphere in the plane where perspective is supposed to be
* unity (z=0 for us). It swells slightly when perspective is
* applied point by point.
* This is a serious problem for us because although I
* generate non-swelled spheres by applying the perspective to
* all of them initially, I end up asking about individual
* points on them when wanting the light source point of view.
* You might argue that I could simply calculate the amount
* of swelling that has to be accounted for (by drawing tangents
* from the eye and seeing where they intersect the constant-z
* plane that passes through the sphere centre or something),
* but the "swelling" is complicated in the sense that it is
* in effect a "stretching" of the surface closest to the eye
* and a "shrinking" in back.
* Even if I could see how to compensate for all this, I
* don't think it would be worth it.
* It's probably not even worth trying to implement a better
* approximate solution by changing the light source position
* slightly for each object in the picture. The ambiguity
* as to whether the obscuring or the obscured object should have
* the modified light source position applied would make it
* difficult to assign objects to shadow tiles. Trying to
* implement full "antiperspective" for the light source would
* just shift the problems of perspective (swelling spheres,
* etc.) to a different locale without solving them.
*-----------------------------------------------------------------------------
*
* Overkill:
IMPLICIT REAL (A-H, O-Z)
*
INCLUDE 'VERSION.incl'
*
* I/O units for control input, info output, label processing
INTEGER INPUT, INPUT0, NOISE, LUNIT
PARAMETER (INPUT0=5, NOISE=0, LUNIT=4)
*
* Descriptor codes for the various object types
INTEGER TRIANG, SPHERE, INTERNAL, CYLIND, CYLFLAT
INTEGER PLANE, QUADRIC, MXTYPE, FONT, GLOWLIGHT
INTEGER NORMS, VERTEXRGB, VERTRANSP
PARAMETER (TRIANG = 1)
PARAMETER (SPHERE = 2)
PARAMETER (CYLIND = 3)
PARAMETER (INTERNAL = 4)
PARAMETER (CYLFLAT = 5)
PARAMETER (PLANE = 6)
PARAMETER (NORMS = 7)
PARAMETER (MATERIAL = 8)
PARAMETER (MATEND = 9)
PARAMETER (FONT = 10, LABEL = 11)
PARAMETER (GLOWLIGHT= 13)
PARAMETER (QUADRIC = 14)
PARAMETER (ISOLATE1 = 15)
PARAMETER (GPROP = 16)
PARAMETER (VERTEXRGB= 17)
PARAMETER (VERTRANSP= 18)
PARAMETER (ISOLATE2 = 19)
PARAMETER (MXTYPE = 19)
*
* Bit definitions for FLAG array
INTEGER FLAT, RIBBON, SURFACE, PROPS
PARAMETER (FLAT=2, RIBBON=4, SURFACE=8, PROPS=16)
INTEGER TRANSP, HIDDEN, INSIDE, MOPT1
PARAMETER (TRANSP=32, HIDDEN=64, INSIDE=128,MOPT1=256)
INTEGER VCOLS, CLIPPED, VTRANS, BOUNDED
PARAMETER (VCOLS=512, CLIPPED=1024, VTRANS=2048, BOUNDED=4096)
*
* Bit definitions for OTMODE passed to local(1,...)
INTEGER ALPHACHANNEL
PARAMETER (ALPHACHANNEL=32)
*
* $$$$$$$$$$$$$ ARRAY SIZE LIMITS $$$$$$$$$$$$$$
*
INCLUDE 'parameters.incl'
INTEGER OUTSIZ
PARAMETER (OUTSIZ = MAXNTX*MAXNPX*MAXNPY)
*
*
* Command line options (Aug 1999) NB: nax,nay,quality MUST be integer*2
COMMON /OPTIONS/ FONTSCALE, GAMMA, ZOOM, NSCHEME, SHADOWFLAG, XBG,
& NAX, NAY, OTMODE, QUALITY, INVERT, LFLAG
REAL FONTSCALE, GAMMA, ZOOM
INTEGER NSCHEME, SHADOWFLAG, XBG
INTEGER*4 NAX, NAY, OTMODE, QUALITY
LOGICAL*2 INVERT, LFLAG
*
* Title for run
CHARACTER*132 TITLE
*
* Number of tiles, pixels per tile
COMMON /RASTER/ NTX,NTY,NPX,NPY
INTEGER NTX,NTY,NPX,NPY
*
* Pixels per tile after anti-aliasing, output buffer line length
INTEGER NOX, NOY, NX
*
* Actual image size in pixels (may include partial tiling at the edges)
* (MUST BE INTEGER*2 for call to local()!!!)
C INTEGER*2 NAX, NAY
*
* One lonely tile
REAL, ALLOCATABLE, DIMENSION(:,:,:) :: TILE
*
* With an alpha blend channel
REAL, ALLOCATABLE, DIMENSION(:,:) :: ACHAN
*
* Pixel averaging scheme
INTEGER SCHEME
*
* Background colour
REAL BKGND(3)
INTEGER IBKGND(3)
*
* "Shadow mode?"
LOGICAL SHADOW
INTEGER NSXMAX,NSYMAX
*
* Phong power
INTEGER IPHONG
*
* Straight-on (secondary) light source contribution
REAL STRAIT
*
* Ambient light contribution
REAL AMBIEN
*
* Specular reflection component
REAL SPECLR
*
* Primary light source position
REAL SOURCE(3)
*
* Input transformation
COMMON /MATRICES/ XCENT, YCENT, SCALE, EYEPOS, SXCENT, SYCENT,
& TMAT, TINV, TINVT, SROT, SRTINV, SRTINVT
& ,RAFTER, TAFTER
REAL XCENT, YCENT, SCALE, SXCENT, SYCENT
* Transformation matrix, inverse of transpose, and transposed inverse
REAL TMAT(4,4), TINV(4,4), TINVT(4,4)
* Shortest rotation from light source to +z axis
REAL SROT(4,4), SRTINV(4,4), SRTINVT(4,4)
* Post-hoc transformation on top of original TMAT
REAL RAFTER(4,4), TAFTER(3)
EXTERNAL DET
REAL DET
*
* Distance (in +z) of viewing eye
REAL EYEPOS
*
* Input mode
INTEGER INMODE
*
* Buffer one line of input for decoding
CHARACTER*132 LINE
*
* Input format(s)
CHARACTER*80 INFMTS(MXTYPE),INFMT
*
* Free-format input flag
LOGICAL INFLGS(MXTYPE),INFLG
*
* Allow very long names for file indirection
CHARACTER*132 FULLNAME
*
* Stuff for shading
REAL NL(3),NORMAL(3),LDOTN
REAL RGBCUR(3),RGBSHD(3),RGBFUL(3)
REAL SPECOL(3)
*
* FOG parameters
* (fogtype -1 = none, 0 = linear depthcuing, 1 = exponential model)
* (fogfront 0 = front object, else fraction of front clipping plane)
* (fogback 0 = back object, else fraction of back clipping plane)
*
COMMON /FOGCOM/ FOGTYPE,FOGFRONT,FOGBACK,FOGDEN,FOGLIM,FOGRGB
INTEGER FOGTYPE
REAL FOGFRONT, FOGBACK, FOGDEN, FOGLIM(2), FOGRGB(3)
*
* The s & m guys are for the shadow box in the following
*
* Object list, consists of pointers (less 1) into detail, sdtail
INTEGER, ALLOCATABLE, DIMENSION(:) :: LIST, MIST
*
* Object types and flags, parallel to list
INTEGER, ALLOCATABLE, DIMENSION(:) :: TYPE
INTEGER*4, ALLOCATABLE, DIMENSION(:) :: FLAG
*
* Keep a separate list of special materials
* and remember any special props of current material on input
CDEBUG MPARITY gets its own array because it's used in a per-pixel loop
CDEBUG (using DETAIL(LIST(MLIST(MAT))+18) cost 5% in execution time)
INTEGER, ALLOCATABLE, DIMENSION(:) :: MLIST, MPARITY
LOGICAL MATCOL, BACKFACE
LOGICAL CLIPPING, MAYCLIP, JUSTCLIPPED
REAL RGBMAT(3)
*
* Object details, shadow object details
REAL, ALLOCATABLE, DIMENSION(:) :: DETAIL, SDTAIL
*
* Input buffer for details
REAL BUF(100)
*
* Number of objects in each tile's short list (m... are for shadows)
C Moved from COMMON BLOCK LISTS to MODULE LISTS to allow dynamic
C allocation - FZ
C COMMON /LISTS/ KOUNT, MOUNT, TTRANS, ISTRANS
C INTEGER KOUNT(MAXNTX,MAXNTY), MOUNT(NSX,NSY)
C INTEGER TTRANS(MAXNTX,MAXNTY), ISTRANS
*
* Pointer to where each tile's objects start
INTEGER, ALLOCATABLE, DIMENSION(:,:) :: KSTART, MSTART
*
* Pointer to where each tile's objects end
INTEGER, ALLOCATABLE, DIMENSION(:,:) :: KSTOP, MSTOP
*
* Short list heap
INTEGER, ALLOCATABLE, DIMENSION(:) :: KSHORT, MSHORT
*
* Temporary for sorting
REAL, ALLOCATABLE, DIMENSION(:) :: ZTEMP
*
* Where the permutation representing the sort is stored
INTEGER, ALLOCATABLE, DIMENSION(:) :: ZINDEX
*
* The number of "details" each object type is supposed to have
* : input, object, shadow
INTEGER IDET(MXTYPE), KDET(MXTYPE), SDET(MXTYPE)
*
* Support for cylinders
EXTERNAL CYLTEST
LOGICAL CYLTEST, ISCYL
*
* Support for quadrics
REAL QNORM(3)
EXTERNAL QINP, QTEST
LOGICAL QINP, QTEST, ISQUAD
*
* Support for transparency
COMMON /TRANS/ NTRANSP, INDEPTH, INDTOP, TRANOVFL, ZTOP, ZHIGH,
& INDLIST(MAXTRANSP), ZLIST(MAXTRANSP),
& NORMLIST(3,MAXTRANSP)
INTEGER NTRANSP, INDEPTH, INDTOP, INDLIST, TRANOVFL
REAL ZTOP, ZHIGH, ZLIST, NORMLIST
REAL SBLEND, RGBLND(3)
*
* Support for a "glow" light source
REAL GLOWSRC(3), GLOWCOL(3), GDIST(3), GLOWRAD, GLOW, GLOWMAX
INTEGER GOPT, GPHONG
INTEGER, ALLOCATABLE, DIMENSION(:) :: GLOWLIST
INTEGER NGLOWS
*
* Support for decompression on the fly
EXTERNAL ungz
INTEGER ungz
*
* Support for BOUNDING_PLANE internal object type
REAL BPLANE(3), BPNORM(3), BPRGB(3)
REAL xn, yn, zn, xnb, ynb, znb
INTEGER BPTYPE, NBOUNDS, BPIND
LOGICAL ORTEPLIKE
INTEGER ORTEP
PARAMETER (ORTEP=1)
EXTERNAL INBOUNDS
LOGICAL INBOUNDS
REAL TEMPNORM(3)
*
* Output buffer
INTEGER*2, ALLOCATABLE, DIMENSION(:,:) :: OUTBUF
*
* Copy of NOISE for ASSERT to see
INTEGER ASSOUT
LOGICAL VERBOSE
COMMON /ASSCOM/ ASSOUT, VERBOSE
SAVE /ASSCOM/
*
* For label processing
COMMON /LABELS/ LABOUT
INTEGER LABOUT
*
* Gamma correction
INTEGER GAMMA_MAP(256)
PARAMETER (MAXRGB=255.0)
LOGICAL GAMMACORRECTION
*
* Keep track of actual coordinate limits
COMMON /NICETIES/ TRULIM, ZLIM, FRONTCLIP, BACKCLIP
& , ISOLATION
REAL TRULIM(3,2), ZLIM(2), FRONTCLIP, BACKCLIP
INTEGER ISOLATION
*
* Array of sizes to try allocating for expanded dynamic storage
INTEGER NEEDMEM, TRY1(3), TRY2(3)
INTEGER, ALLOCATABLE, DIMENSION(:) :: TMP1D
INTEGER*4, ALLOCATABLE, DIMENSION(:) :: TMP1DI4
REAL, ALLOCATABLE, DIMENSION(:) :: TMP1DR
INTEGER, ALLOCATABLE, DIMENSION(:,:) :: TMP2D
INTEGER*2, ALLOCATABLE, DIMENSION(:,:) :: TMP2DI2
REAL, ALLOCATABLE, DIMENSION(:,:) :: TMP2DR
REAL, ALLOCATABLE, DIMENSION(:,:,:) :: TMP3DR
LOGICAL TEST_ALLOC
TEST_ALLOC = .TRUE.
*
* Allocate initial space for dynamically allocatable arrays
ALLOCATE( TILE(3,MAXNPX,MAXNPY) )
ALLOCATE( ACHAN(MAXNPX,MAXNPY) )
ALLOCATE( ZTEMP(MAXOBJ) )
ALLOCATE( ZINDEX(MAXOBJ) )
ALLOCATE( LIST(MAXOBJ), MIST(MAXOBJ) )
ALLOCATE( TYPE(MAXOBJ) )
ALLOCATE( FLAG(MAXOBJ) )
ALLOCATE( MLIST(MAXMAT), MPARITY(MAXMAT) )
ALLOCATE( DETAIL(MAXDET), SDTAIL(MAXSDT) )
ALLOCATE( KOUNT(MAXNTX,MAXNTY), MOUNT(NSX,NSY) )
ALLOCATE( TTRANS(MAXNTX,MAXNTY) )
ALLOCATE( KSTART(MAXNTX,MAXNTY), MSTART(NSX,NSY) )
ALLOCATE( KSTOP(MAXNTX,MAXNTY), MSTOP(NSX,NSY) )
ALLOCATE( KSHORT(MAXSHR), MSHORT(MAXSSL) )
ALLOCATE( GLOWLIST(MAXGLOWS) )
ALLOCATE( OUTBUF(OUTSIZ,4) )
TRULIM (1,1) = HUGE
TRULIM (2,1) = HUGE
TRULIM (3,1) = HUGE
TRULIM (1,2) = -HUGE
TRULIM (2,2) = -HUGE
TRULIM (3,2) = -HUGE
ZLIM(1) = HUGE
ZLIM(2) = -HUGE
*
IDET(TRIANG) = 12
IDET(SPHERE) = 7
IDET(CYLFLAT) = 11
IDET(CYLIND) = 11
IDET(PLANE) = 12
IDET(NORMS ) = 9
IDET(MATERIAL) = 10
IDET(GLOWLIGHT)= 10
IDET(QUADRIC) = 17
IDET(VERTEXRGB)= 9
IDET(VERTRANSP)= 3
IDET(INTERNAL) = 20
*
KDET(TRIANG) = 16
KDET(SPHERE) = 7
KDET(CYLIND) = 11
KDET(PLANE) = 7
KDET(NORMS ) = 9
KDET(MATERIAL) = 18
KDET(GLOWLIGHT)= 10
KDET(QUADRIC) = 17
KDET(VERTEXRGB)= 9
KDET(VERTRANSP)= 3
KDET(INTERNAL) = 20
*
SDET(TRIANG) = 13
SDET(SPHERE) = 4
SDET(CYLIND) = 8
SDET(QUADRIC) = 14
SDET(INTERNAL) = 20
* These object types really have no shadow details,
* but indexing seems to require a nonzero value
SDET(PLANE) = 1
SDET(NORMS ) = 1
SDET(MATERIAL) = 1
SDET(GLOWLIGHT)= 1
SDET(VERTEXRGB)= 1
SDET(VERTRANSP)= 1
*
* Feb 2008 - more initializations for current gfortran
NSXMAX = 0
NSYMAX = 0
CLROPT = 0
SCHEME = 0
TRNSPOPT = 0
INFLG = .TRUE.
JUSTCLIPPED = .FALSE.
IXHI = 0
IXLO = 0
IYHI = 0
IYLO = 0
ITPASS = 0
*
* Copy the info (also error reporting) unit number to common
ASSOUT = NOISE
WRITE (NOISE,*) ' '
*
* Initialize to level 0 of file indirection
INPUT = INPUT0
*
* Initialize unit number for label processing
LABOUT = LUNIT
*
* Initialize to no special material properties
MSTATE = 0
MATCOL = .FALSE.
ISOLATION = 0
CLIPPING = .FALSE.
NBOUNDS = 0
ORTEPLIKE = .FALSE.
CLRITY = 0.0
GLOWMAX = 0.0
*
* Initialize to no perspective. EYEPOS > 0 will add perspective
PFAC = 1.0
PFAC1 = 1.0
PFAC2 = 1.0
PFAC3 = 1.0
*
* Initialize global properties
FOGTYPE = -1
RGBLND(1) = 0
RGBLND(2) = 0
RGBLND(3) = 0
*
* EAM Aug 1999 - break out command line parsing into new routine
call parse
*
* Get title
100 CONTINUE
DO I=1,132
TITLE(I:I) = ' '
ENDDO
READ (INPUT,'(A)',END=104,ERR=104) TITLE
IF (TITLE(1:1) .EQ. '#') GOTO 100
IF (TITLE(1:1) .EQ. '@') THEN
J = 1
K = 132
DO I=132,2,-1
IF (TITLE(I:I).EQ.' ') TITLE(I:I) = ' '
IF (TITLE(I:I).NE.' ') J = I
IF (TITLE(I:I).EQ.'#') K = I-1
IF (TITLE(I:I).EQ.'!') K = I-1
ENDDO
IF (J.EQ.1) GOTO 101
DO WHILE (TITLE(K:K).EQ.' ')
K = K -1
ENDDO
OPEN (UNIT=INPUT+1,ERR=101,STATUS='OLD',FILE=TITLE(J:K))
WRITE (NOISE,'(A,A)') ' + Opening input file ',TITLE(J:K)
INPUT = INPUT + 1
READ (INPUT,'(A)',ERR=101) TITLE
IF (TITLE(1:1) .EQ. '#') GOTO 100
ENDIF
GOTO 102
101 WRITE (NOISE,'(A,A)')' >> Cannot open or read file ',TITLE(2:K)
CALL EXIT(-1)
102 CONTINUE
K = 132
DO WHILE (TITLE(K:K).EQ.' ')
K = K -1
ENDDO
WRITE (NOISE,103) TITLE(1:K)
103 FORMAT('title="',A,'"')
*
* Get number of tiles
READ (INPUT,*,ERR=104,END=104) NTX,NTY
CALL ASSERT (NTX.GT.0, 'ntx.le.0')
CALL ASSERT (NTY.GT.0, 'nty.le.0')
GOTO 105
104 CALL ASSERT(.FALSE.,
& '>>> This doesn''t look like a Raster3D input file! <<<')
105 CONTINUE
*
* Get number of pixels per tile - 0 means autotile from values in NTX, NTY
READ (INPUT,*,ERR=104) NPX,NPY
if (npx.eq.0 .and. nax.le.0) nax = ntx
if (npy.eq.0 .and. nay.le.0) nay = nty
*
* Get pixel averaging scheme
READ (INPUT,*,ERR=104) SCHEME
if (nscheme.ge.0) scheme = nscheme
CALL ASSERT (SCHEME.GE.0 .AND. SCHEME.LE.4, 'bad scheme')
*
* Set up tiling and anti-aliasing.
* If NAX, NAY are set, then use them to autotile
IF (SCHEME.LE.1) THEN
call autotile( nax, nay, 2 )
NOX = NPX
NOY = NPY
if (nax.lt.0) nax = npx * ntx
if (nay.lt.0) nay = npy * nty
ELSEIF (SCHEME.EQ.2) THEN
if (nax.gt.0) nax = nax * 2
if (nay.gt.0) nay = nay * 2
if (nax.le.0) nax = NPX * NTX
if (nay.le.0) nay = NPY * NTY
call autotile( nax, nay, 2 )
nax = nax / 2
nay = nay / 2
NOX = NPX/2
NOY = NPY/2
ELSEIF (SCHEME.EQ.3 .and. nscheme.ne.-4 .and. nax.le.0 ) THEN
C Old style scheme 3 with exact tiling specified
nax = NPX * NTX
nay = NPY * NTY
call autotile( nax, nay, 3 )
nax = (nax * 2 + 2) / 3
nay = (nay * 2 + 2) / 3
NOX = (NPX * 2) / 3
NOY = (NPY * 2) / 3
ELSE
C Either scheme 4 or -size and anti-aliasing selected on command line
if (nax.gt.0) nax = (nax + (nax+1)/2)
if (nay.gt.0) nay = (nay + (nay+1)/2)
if (nax.le.0) nax = NPX*NTX + (NPX*NTX+1)/2
if (nay.le.0) nay = NPY*NTY + (NPY*NTY+1)/2
call autotile( nax, nay, 3 )
nax = (nax * 2 + 2) / 3
nay = (nay * 2 + 2) / 3
NOX = (NPX * 2) / 3
NOY = (NPY * 2) / 3
SCHEME = 3
ENDIF
*
call assert (nax.gt.0, 'nax <= 0')
call assert (nay.gt.0, 'nay <= 0')
*
CALL ASSERT (NTX.GT.0.,'Tiling failure - ntx = 0')
CALL ASSERT (NTY.GT.0.,'Tiling failure - nty = 0')
CALL ASSERT (NPX.GT.0.,'Tiling failure - npx = 0')
CALL ASSERT (NPY.GT.0.,'Tiling failure - npy = 0')
*
* Expand arrays KOUNT, TTRANS, KSTART and KSTOP if needed, eg NTX > MAXNTX
if (NTX.GT.SIZE(KSTOP,1) .OR. NTY.GT.SIZE(KSTOP,2)) THEN
*
* Double the old allocation if that's enough, or take 150% of the new
* If that fails, try 150% of the old or 120% of new, or just the new
CALL GET_TRY(SIZE(KSTOP, 1), NTX, TRY1, 2)
CALL GET_TRY(SIZE(KSTOP, 2), NTY, TRY2, 2)
*
* Try allocating memory to the arrays
do 900 ITRY = 1,3
*
* Test to see if requested allocation is valid
if (TRY1(ITRY) .LE. 0 .OR. TRY2(ITRY) .LE. 0 .OR.
& TRY1(ITRY)*TRY2(ITRY) .LE. 0 .OR.
& MAXMEM / TRY1(ITRY) .LT. TRY2(ITRY)) GOTO 900
ALLOCATE( TMP2D(TRY1(ITRY),TRY2(ITRY)), STAT=IERR)
if (ierr .NE. 0) GOTO 900
C TMP2D = 0
TMP2D = KOUNT
CALL MOVE_ALLOC(from=TMP2D, to=KOUNT)
ALLOCATE( TMP2D(TRY1(ITRY),TRY2(ITRY)), STAT=IERR)
if (ierr .NE. 0) GOTO 900
C TMP2D = 0
TMP2D = TTRANS
CALL MOVE_ALLOC(from=TMP2D, to=TTRANS)
ALLOCATE( TMP2D(TRY1(ITRY),TRY2(ITRY)),stat=ierr)
if (ierr .NE. 0) GOTO 900
C TMP2D = 0
TMP2D = KSTART
CALL MOVE_ALLOC(from=TMP2D, to=KSTART)
ALLOCATE( TMP2D(TRY1(ITRY),TRY2(ITRY)),stat=ierr)
if (ierr .NE. 0) GOTO 900
C TMP2D = 0
TMP2D = KSTOP
CALL MOVE_ALLOC(from=TMP2D, to=KSTOP)
if(TEST_ALLOC)write(NOISE,*)"Expand MAXNTX x Y to ",
& try1(ITRY)," x ",try2(ITRY)
GOTO 902
900 CONTINUE
ENDIF
*
* These should only fail if the above dynamic allocation failed
902 CALL ASSERT (NTX.LE.SIZE(KSTOP, 1),'Tiling failure - ntx>maxntx')
CALL ASSERT (NTY.LE.SIZE(KSTOP, 2),'Tiling failure - nty>maxnty')
*
* Expand arrays TILE, ACHAN next if needed, i.e. NPX,NPY > MAXNPX or Y
if (NPX.GT.SIZE(TILE,2).OR. NPY.GT.SIZE(TILE,3)) THEN
CALL GET_TRY(SIZE(TILE,2), NPX, TRY1, 2)
CALL GET_TRY(SIZE(TILE,3), NPY, TRY2, 2)
do 905 ITRY = 1,3
* Test to see if requested allocation is valid
if (TRY1(ITRY) .LE. 0 .OR. TRY2(ITRY) .LE. 0 .OR.
& TRY1(ITRY)*TRY2(ITRY) .LE. 0 .OR.
& MAXMEM / TRY1(ITRY) .LT. TRY2(ITRY)) GOTO 905
ALLOCATE( TMP2DR(TRY1(ITRY),TRY2(ITRY)),stat=ierr)
if (ierr .NE. 0) GOTO 905
TMD2DR = 0.
TMP2DR = ACHAN
CALL MOVE_ALLOC(from=TMP2DR, to=ACHAN)
ALLOCATE( TMP3DR(3,TRY1(ITRY),TRY2(ITRY)),stat=ierr)
if (ierr .NE. 0) GOTO 905
TMD3DR = 0.
TMP3DR = TILE
CALL MOVE_ALLOC(from=TMP3DR, to=TILE)
if(TEST_ALLOC)write(NOISE,*)"Expand MAXNPX,Y to ",
& try1(ITRY)," x ",try2(ITRY)
GOTO 907
905 CONTINUE
ENDIF
*
* These should only fail if the above dynamic allocation failed
907 CALL ASSERT (NPX.LE.SIZE(TILE,2),'Tiling failure - npx>maxnpx')
CALL ASSERT (NPY.LE.SIZE(TILE,3),'Tiling failure - npy>maxnpy')
*
IF (VERBOSE) THEN
WRITE (NOISE,*) 'ntx=',NTX,' nty=',NTY
WRITE (NOISE,*) 'npx=',NPX,' npy=',NPY
WRITE (NOISE,*) 'scheme=',SCHEME
WRITE (NOISE,*) 'nox=',NOX,' noy=',NOY
END IF
if (nax.lt.0) nax = nox*ntx
if (nay.lt.0) nay = noy*nty
NX = nox*ntx
LINOUT = 0
WRITE (NOISE,1105) 'Rendered raster size =',NPX*NTX,NPY*NTY
WRITE (NOISE,1105) ' Output raster size =',NAX,NAY
1105 FORMAT(A,I7,' x',I7)
C
*
* Expand array OUTBUF if needed, i.e. NTX * NOX * NOY > OUTBUF size
* NOTE: this may avoidably fail if the above array expansions took
* up more room than it needed, and didn't leave enough for OUTBUF.
NEEDMEM = NOY*NOX*NTX
if ( NEEDMEM .GT. SIZE(OUTBUF,1) ) THEN
CALL GET_TRY(SIZE(OUTBUF,1), NEEDMEM, TRY1, 1)
do 910 ITRY = 1,3
* Test to see if requested allocation is valid
if (TRY1(ITRY).LE.0 .OR. TRY1(ITRY).GT.MAXMEM) GOTO 910
ALLOCATE( TMP2DI2(TRY1(ITRY),4), stat=ierr )
if (ierr .NE. 0) GOTO 910
TMP2DI2 = 0
TMP2DI2 = OUTBUF
CALL MOVE_ALLOC(from=TMP2DI2, to=OUTBUF)
if(TEST_ALLOC)write(NOISE,*)"Expand OUTBUF to ",try1(ITRY)
GOTO 912
910 CONTINUE
ENDIF
912 CALL ASSERT (SIZE(OUTBUF,1).GE.NEEDMEM,
& 'image too large for output buffer')
C
C Header records and picture title
IF (SCHEME.EQ.0) OTMODE = ior(OTMODE,ALPHACHANNEL)
*
* Some derived parameters
XCENT = NTX*NPX/2.
YCENT = NTY*NPY/2.
SXCENT = NSX*NPX/2.
SYCENT = NSY*NPY/2.
SCALE = 2.*MIN(XCENT,YCENT)
* This was always true; now it's explicit
BACKCLIP = -(SCALE+1.0)
FRONTCLIP = HUGE
* Copy scheme to common, where r3dtogd can see it
NSCHEME = SCHEME
*
* Get background colour
READ (INPUT,*,ERR=104) BKGND
if (XBG.NE.0) then
BKGND(3) = iand(XBG,X'00FF')
BKGND(2) = iand(XBG,X'FF00')/256
BKGND(1) = iand(XBG,X'FF0000')/65536
BKGND(3) = BKGND(3) / 255.
BKGND(2) = BKGND(2) / 255.
BKGND(1) = BKGND(1) / 255.
BKGND(3) = BKGND(3)**2
BKGND(2) = BKGND(2)**2
BKGND(1) = BKGND(1)**2
endif
IF (VERBOSE) THEN
WRITE (NOISE,1106) 'bkgnd=',BKGND
END IF
1106 FORMAT(A,4F10.4,(/,4F10.4))
CALL ASSERT (BKGND(1).GE.0., 'bkgnd(1) < 0')
CALL ASSERT (BKGND(2).GE.0., 'bkgnd(2) < 0')
CALL ASSERT (BKGND(3).GE.0., 'bkgnd(3) < 0')
CALL ASSERT (BKGND(1).LE.1., 'bkgnd(1) > 1')
CALL ASSERT (BKGND(2).LE.1., 'bkgnd(2) > 1')
CALL ASSERT (BKGND(3).LE.1., 'bkgnd(3) > 1')
IF (GAMMA.LT.0.99 .OR. GAMMA.GT.1.01) THEN
IBKGND(1) = SQRT(BKGND(1)) ** (1.0/GAMMA) * MAXRGB + 0.5
IBKGND(2) = SQRT(BKGND(2)) ** (1.0/GAMMA) * MAXRGB + 0.5
IBKGND(3) = SQRT(BKGND(3)) ** (1.0/GAMMA) * MAXRGB + 0.5
ELSE
IBKGND(1) = 255. * SQRT(BKGND(1)) + .5
IBKGND(2) = 255. * SQRT(BKGND(2)) + .5
IBKGND(3) = 255. * SQRT(BKGND(3)) + .5
ENDIF
*
*
* Get "shadows" flag
READ (INPUT,*,ERR=104) SHADOW
IF (SHADOWFLAG.EQ.0) SHADOW = .FALSE.
IF (SHADOWFLAG.EQ.1) SHADOW = .TRUE.
IF (VERBOSE) THEN
WRITE (NOISE,*) 'shadow=',SHADOW
END IF
*
* Get Phong power
READ (INPUT,*,ERR=104) PHONG
IPHONG = PHONG
CALL ASSERT (IPHONG.GE.0, 'iphong < 0')
* A derived constant for numerical purposes in applying the
* Phong power in the shading algorithm.
* The idea is that any specular contribution less than
* 1E-9 (hence the 9 in 9./IPHONG) is insignificant:
IF (IPHONG .NE. 0) PHOBND = 0.1**(9./IPHONG)
IF (IPHONG .EQ. 0) PHOBND = 0.
*
* Get contribution of straight-on (secondary) light source
READ (INPUT,*,ERR=104) STRAIT
CALL ASSERT (STRAIT.GE.0., 'strait < 0')
CALL ASSERT (STRAIT.LE.1., 'strait > 1')
*
* Derive contribution of primary light source
PRIMAR = 1. - STRAIT
*
* Get contribution of ambient light
READ (INPUT,*,ERR=104) AMBIEN
CALL ASSERT (AMBIEN.GE.0., 'ambien < 0')
CALL ASSERT (AMBIEN.LE.1., 'ambien > 1')
*
* Get component of specular reflection
READ (INPUT,*,ERR=104) SPECLR
CALL ASSERT (SPECLR.GE.0., 'speclr < 0')
CALL ASSERT (SPECLR.LE.1., 'speclr > 1')
*
IF (VERBOSE) THEN
WRITE (NOISE,1104) 'iphong=',float(IPHONG),'strait=',STRAIT,
& 'ambien=',AMBIEN,'speclr=',SPECLR
1104 FORMAT(2(4X,A,F10.4))
END IF
*
* Derive component of diffuse reflection
CALL ASSERT (AMBIEN+SPECLR.LE.1., 'ambien+speclr > 1')
DIFFUS = 1. - (AMBIEN+SPECLR)
*
* Get distance of viewing eye
READ (INPUT,*,ERR=104) EYEPOS
CALL ASSERT (EYEPOS.GE.0., 'eyepos.lt.0')
*
* Get position of primary light source
READ (INPUT,*,ERR=104) SOURCE
SMAG = SQRT(SOURCE(1)**2 + SOURCE(2)**2 + SOURCE(3)**2)
SOURCE(1) = SOURCE(1) / SMAG
SOURCE(2) = SOURCE(2) / SMAG
SOURCE(3) = SOURCE(3) / SMAG
IF (VERBOSE) THEN
WRITE (NOISE,1106) 'eyepos=',EYEPOS
WRITE (NOISE,1106) 'source=',SOURCE
WRITE (NOISE,1106) 'normalized source=',SOURCE
END IF
*
* Get input transformation
DO I=1,4
READ (INPUT,*,ERR=104) (TMAT(I,J),J=1,4)
END DO
IF (VERBOSE) THEN
WRITE (NOISE,*) 'tmat (v'' = v * tmat):'
DO I=1,4
WRITE (NOISE,'(4f9.4)') (TMAT(I,J),J=1,4)
END DO
END IF
*
* Initialize output file
IERR = LOCAL(5, IBKGND(1), IBKGND(2), IBKGND(3))
IERR = LOCAL(1, NAX, NAY, OTMODE, QUALITY)
IERR = LOCAL(4, TITLE)
*
* Allow command line rescaling option
IF (ZOOM.LT.0.) ZOOM = -ZOOM / 100.
IF (ZOOM.GT.0.) TMAT(4,4) = TMAT(4,4) / ZOOM
IF (VERBOSE .AND. ZOOM.NE.0.) THEN
WRITE (NOISE,1106) 'zoom factor = ',ZOOM
ENDIF
*
* EAM - The original output mode was "upside down" compared
* to what most graphics programs expect to see. It is messy
* to change the evaluation order everywhere so that pixels can be
* streamed to stdout, so instead I invert the Y axis in TMAT and SOURCE
* here.
* The actual decision whether or not to invert is done in local.c
* and returned as a bit in the status word returned by local(0,...)
IF (INVERT) THEN
DO I = 1,4
TMAT(I,2) = -TMAT(I,2)
ENDDO
SOURCE(2) = -SOURCE(2)
ENDIF
*
* By popular demand, add a post-hoc rotation/translation option
* that uses matrices of the form used by O and molscript
* Initialized here to identity matrix; set by GPROP options.
DO I = 1,4
DO J = 1,4
RAFTER(I,J) = 0.0
ENDDO
RAFTER(I,I) = 1.0
ENDDO
TAFTER(1) = 0.0
TAFTER(2) = 0.0
TAFTER(3) = 0.0
*
* Compute the rotation matrix which takes the light
* source to the +z axis (i.e., to the viewpoint).
* first make p = source cross z (and normalize p)
P1 = SOURCE(2)
P2 = -SOURCE(1)
* p3 = 0
PLEN = SQRT(P1**2 + P2**2)
IF (PLEN .GT. 0.0) P1 = P1 / PLEN
IF (PLEN .GT. 0.0) P2 = P2 / PLEN
* phi is the angle between source and z (shortest route)
COSPHI = SOURCE(3)
SINPHI = PLEN
SROT(1,1) = P1**2 + (1.-P1**2)*COSPHI
SROT(1,2) = P1*P2*(1.-COSPHI)
SROT(1,3) = P2*SINPHI
SROT(2,1) = SROT(1,2)
SROT(2,2) = P2**2 + (1.-P2**2)*COSPHI
SROT(2,3) = -P1*SINPHI
SROT(3,1) = -SROT(1,3)
SROT(3,2) = -SROT(2,3)
SROT(3,3) = COSPHI
SROT(1,4) = 0.0
SROT(2,4) = 0.0
SROT(3,4) = 0.0
SROT(4,1) = 0.0
SROT(4,2) = 0.0
SROT(4,3) = 0.0
SROT(4,4) = 1.0
*
* Quadrics will require the inverse matrix also (and its transpose)
* This is also a convenient place to check legality of TMAT
CALL QSETUP
*
* Get input mode
READ (INPUT,*,ERR=104) INMODE
C WRITE (NOISE,*) 'inmode=',INMODE
CALL ASSERT (INMODE.GE.1,'bad inmode')
*
* Get input format(s)
IF (INMODE.EQ.1.OR.INMODE.EQ.2) THEN
READ (INPUT,'(A)',ERR=104) INFMT
C WRITE (NOISE,*) 'infmt=',INFMT
II = 0
2 CONTINUE
IF (INFMT(1:1).EQ.' ') THEN
INFMT(1:79) = INFMT(2:80)
INFMT(80:80) = ' '
II = II + 1
IF (II.LT.80) GO TO 2
ENDIF
IF (INFMT(1:1).EQ.'*') THEN
INFLG = .TRUE.
ELSE
INFLG = .FALSE.
ENDIF
ELSEIF (INMODE.GE.3) THEN
C WRITE (NOISE,*) 'infmts:'
DO 4 I=1,3
READ (INPUT,'(A)',ERR=104) INFMTS(I)
C WRITE (NOISE,*) INFMTS(I)
II = 0
3 CONTINUE
IF (INFMTS(I)(1:1).EQ.' ') THEN
INFMTS(I)(1:79) = INFMTS(I)(2:80)
INFMTS(I)(80:80) = ' '
II = II + 1
IF (II.LT.80) GO TO 3
ENDIF
IF (INFMTS(I)(1:1).EQ.'*') THEN
INFLGS(I) = .TRUE.
ELSE
INFLGS(I) = .FALSE.
ENDIF
4 CONTINUE
INFLGS(PLANE) = INFLGS(TRIANG)
INFMTS(PLANE) = INFMTS(TRIANG)
INFLGS(NORMS) = INFLGS(TRIANG)
INFMTS(NORMS) = INFMTS(TRIANG)
INFLGS(VERTEXRGB) = INFLGS(TRIANG)
INFMTS(VERTEXRGB) = INFMTS(TRIANG)
INFLGS(VERTRANSP) = INFLGS(TRIANG)
INFMTS(VERTRANSP) = INFMTS(TRIANG)
INFLGS(MATERIAL) = .TRUE.
INFLGS(GLOWLIGHT) = .TRUE.
INFLGS(QUADRIC) = .TRUE.
ELSE
CALL ASSERT (.FALSE.,'bad inmode')
ENDIF
c
c Done with header records
c Do we force-close the input file, so that we can borrow headers,
c or should we keep going as long as the file continues?
c The following 4 lines implement the former, so that the initial
c @file command essentially means 'use his header records for me too'.
c
c IF (INPUT.NE.INPUT0) THEN
c CLOSE(INPUT)
c INPUT = INPUT0
c ENDIF
c As of V2.5e, however, we keep reading.
c >>> This is a change! <<<
c
c End of header processing
*
* Give them a notice to stare at while the program cranks along
WRITE (NOISE,'(1X)')
WRITE (NOISE,*) '%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%',
& '%%%%%%%%%%%%%%%%%%%%%%%%%%'
WRITE (NOISE,*) '% Raster3D ',VERSION,
& ' %'
WRITE (NOISE,*) '% -------------------------',
& '------------- %'
WRITE (NOISE,*) '% If you publish figures generated by this ',
& 'program please cite %'
WRITE (NOISE,*) '% Merritt & Bacon (1997) ',
& 'Meth. Enzymol. 277, 505-524.',' %'
WRITE (NOISE,*) '% -------------------------',
& '------------- %'
WRITE (NOISE,*) '% Raster3D distribution site',
& ' %'
WRITE (NOISE,*) '% http://www.bmsc.washington.edu/',
& 'raster3d/ %'
WRITE (NOISE,*) '% comments & suggestions to: ',
& ' merritt@u.washington.edu %'
WRITE (NOISE,*) '%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%',
& '%%%%%%%%%%%%%%%%%%%%%%%%%%'
*
* If label processing is selected on command line, initialize
* PostScript output file. This isn't needed for Version 3, which
* uses libgd rather than PostScript to handle labels
PSSCALE = 2.0 * MIN( NTX*NOX/2., NTY*NOY/2. )
CALL LSETUP( PSSCALE, BKGND, TITLE )
WRITE (NOISE,'(1X)')
*
* Initialize gamma correction table
GAMMACORRECTION = .FALSE.
IF (GAMMA.LT.0.99 .OR. GAMMA.GT.1.01) GAMMACORRECTION = .TRUE.
IF (GAMMACORRECTION) THEN
DO I=0,MAXRGB
G = I
GAMMA_MAP(I+1) = (G/MAXRGB) ** (1.0/GAMMA) * MAXRGB + 0.5
ENDDO
ENDIF
*
*
* Initialize counters
DO 5 J=1,NTY
DO 5 I=1,NTX
KOUNT(I,J) = 0
TTRANS(I,J) = 0
5 CONTINUE
DO 6 J=1,NSY
DO 6 I=1,NSX
MOUNT(I,J) = 0
6 CONTINUE
c
DO 662 I = 1,SIZE(FLAG)
FLAG(I) = 0
662 CONTINUE
nprops = 0
npropm = 0
ntransp = 0
nsphere = 0
ncylind = 0
nplanes = 0
nhidden = 0
ninside = 0
mstate = 0
nlabels = 0
nglows = 0
nquads = 0
nclip = 0
nvtrans = 0
nbplanes = 0
tranovfl = 0
c
c Objects in, and count up objects that may impinge on each tile
NDET = 0
IF (SHADOW) MDET = 0
N = 0
c
c Read in next object
7 CONTINUE
IF (INMODE.EQ.1.OR.INMODE.EQ.2) THEN
INTYPE = INMODE
GOTO 8
ENDIF
C
C READ (INPUT,*,END=50) INTYPE
READ (INPUT,'(A)',END=50,ERR=47) LINE
c Nov 1997 - allow # comments
IF (LINE(1:1) .EQ. '#') THEN
GOTO 7
c May 1996 - allow file indirection
ELSE IF (LINE(1:1) .EQ. '@') THEN
J = 1
K = 132
L = 132
DO I=132,2,-1
IF (LINE(I:I).NE.' ') J = I
IF (LINE(I:I).EQ.'#') K = I-1
IF (LINE(I:I).EQ.'!') K = I-1
IF (LINE(I:I).EQ.CHAR(0)) K = I-1
IF (LINE(I:I).EQ.' ') LINE(I:I) = ' '
ENDDO
IF (J.EQ.1) GOTO 7
L=0
DO I=J,K
IF (LINE(I:I).NE.' ') L = I
ENDDO
K = L
IF (LINE(K:K).eq.'Z' .or. LINE(K-1:K).eq.'gz') THEN
c ungz will uncompress into a temporary file, which ought to
c be deleted later. Unfortunately, that's hard to do in g77
c since it doesn't support dispose='DELETE'.
line(k+1:k+1) = char(0)
if (0 .gt. ungz( line(j:k+1), fullname )) goto 73
j = 1
k = 132
do i=132,2,-1
if (fullname(i:i).eq.' ') k = i-1
if (fullname(i:i).eq.char(0)) k = i-1
enddo
if (verbose)
& write(noise,*) 'Creating temporary file: ',fullname(j:k)
open (unit=input+1,err=73,status='OLD',
& file=fullname(j:k))
fullname = line(2:132)
goto 72
ENDIF
70 CONTINUE
OPEN (UNIT=INPUT+1,ERR=71,STATUS='OLD',
& FILE=LINE(J:K))
FULLNAME = LINE(J:K)
GOTO 72
71 CONTINUE
IF (LINE(K-3:K).NE.'.r3d') THEN
K = K + 4
LINE(K-3:K) = '.r3d'
GOTO 70
ENDIF
CALL LIBLOOKUP( LINE(J:K), FULLNAME )
OPEN (UNIT=INPUT+1,ERR=73,STATUS='OLD',FILE=FULLNAME)
72 CONTINUE
DO I=132,2,-1
IF (FULLNAME(I:I).EQ.' ') J = I
ENDDO
WRITE (NOISE,'(A,A)') ' + Opening input file ',FULLNAME(1:J)
INPUT = INPUT + 1
CALL ASSERT(INPUT-INPUT0.LE.MAXLEV,
& 'Too many levels of indirection')
GOTO 7
73 WRITE (NOISE,'(A,A)') ' >> Cannot open file ',LINE(J:K)
GOTO 7
ELSE
c April 2011 - ignore blank line
READ (LINE,*,END=7,ERR=74) INTYPE
GOTO 76
74 WRITE (NOISE,'(A,A)') ' >> Unrecognized line: ',LINE
GOTO 7
76 CONTINUE
ENDIF
IF (INTYPE.EQ.0) GO TO 50
IF (INTYPE .EQ. CYLFLAT) THEN
INTYPE = CYLIND
FLAG(N+1) = ior( FLAG(N+1), FLAT )
ELSEIF (INTYPE .EQ. MATEND) THEN
MSTATE = 0
CLRITY = 0
CLROPT = 0
TRNSPOPT = 0
MATCOL = .FALSE.
ISOLATION = 0
CLIPPING = .FALSE.
NBOUNDS = 0
ORTEPLIKE = .FALSE.
GOTO 7
ELSEIF (INTYPE .EQ. FONT) THEN
IF (LFLAG) THEN
CALL LINP( INPUT, INTYPE, .FALSE., RGBMAT )
ELSE
READ (INPUT,'(A)',END=50) LINE
ENDIF
GOTO 7
ELSEIF (INTYPE .EQ. LABEL) THEN
NLABELS = NLABELS + 1
IF (LFLAG) THEN
IF (MSTATE.EQ.MATERIAL .AND. MATCOL) THEN
CALL LINP( INPUT, INTYPE, .TRUE., RGBMAT )
ELSE
CALL LINP( INPUT, INTYPE, .FALSE., RGBMAT )
ENDIF
ELSE
READ (INPUT,'(A)',END=50) LINE
READ (INPUT,'(A)',END=50) LINE
ENDIF
GOTO 7
ELSEIF (INTYPE .EQ. ISOLATE1) THEN
ISOLATION = 1
GOTO 7
ELSEIF (INTYPE .EQ. ISOLATE2) THEN
ISOLATION = 2
GOTO 7
c Global Properties
ELSEIF (INTYPE .EQ. GPROP) THEN
READ (INPUT,'(A)',END=50) LINE
L = 1
DO I = 132, 1, -1
IF (LINE(I:I).NE.' '.AND.LINE(I:I).NE.' ') L = I
ENDDO
IF (LINE(L:L+2).EQ.'FOG') THEN
READ (LINE(L+4:74),*,ERR=771,END=771)
& FOGTYPE, FOGFRONT, FOGBACK, FOGDEN
771 CONTINUE
FOGRGB(1) = BKGND(1)
FOGRGB(2) = BKGND(2)
FOGRGB(3) = BKGND(3)
CALL CHKRGB(FOGRGB(1),FOGRGB(2),FOGRGB(3),'invalid fog color')
IF (FOGTYPE.NE.1) FOGTYPE = 0
IF (FOGDEN.LE.0.0) FOGDEN = 0.5
ELSE IF (LINE(L:L+8).EQ.'FRONTCLIP') THEN
READ (LINE(L+10:132),*,ERR=75) FRONTCLIP
FRONTCLIP = FRONTCLIP * SCALE / TMAT(4,4)
ELSE IF (LINE(L:L+7).EQ.'BACKCLIP') THEN
READ (LINE(L+9:132),*,ERR=75) BACKCLIP
BACKCLIP = BACKCLIP * SCALE / TMAT(4,4)
ELSE IF (LINE(L:L+7).EQ.'ROTATION') THEN
READ (LINE(L+9:132),*,ERR=773,END=773)
& ((RAFTER(I,J),J=1,3),I=1,3)
GOTO 774
773 READ (INPUT,*,ERR=75) ((RAFTER(I,J),J=1,3),I=1,3)
774 WRITE (NOISE,775) ((RAFTER(I,J),J=1,3),I=1,3)
775 FORMAT('Post-rotation matrix: ',3(/,3F10.4))
D = DET(RAFTER)
IF (ABS(1.0-ABS(D)).GT.0.02) WRITE (NOISE,*)
& '>>> Warning: Post-rotation matrix has determinant',D
IF (INVERT) THEN
RAFTER(1,2) = -RAFTER(1,2)
RAFTER(2,1) = -RAFTER(2,1)
RAFTER(2,3) = -RAFTER(2,3)
RAFTER(3,2) = -RAFTER(3,2)
ENDIF
CALL QSETUP
ELSE IF (LINE(L:L+10).EQ.'TRANSLATION') THEN
READ (LINE(L+12:132),*,ERR=776,END=776)
& (TAFTER(I),I=1,3)
GOTO 777
776 READ (INPUT,*,ERR=75) (TAFTER(I),I=1,3)
777 WRITE (NOISE,778) (TAFTER(I),I=1,3)
778 FORMAT('Post-translation: ',1(/,3F10.4))
IF (INVERT) TAFTER(2) = -TAFTER(2)
ELSE IF (LINE(L:L+4).EQ.'DUMMY') THEN
ELSE
GOTO 75
ENDIF
GOTO 7
75 CONTINUE
WRITE(NOISE,'(A,A)')
& '>> Unrecognized or incomplete GPROP option ',LINE
GOTO 7
*
ENDIF
*
COLD CALL ASSERT (INTYPE.GE.1.AND.INTYPE.LE.MXTYPE,'bad object')
IF (INTYPE.LT.1 .OR. INTYPE.GT.MXTYPE) GOTO 47
CALL ASSERT (INTYPE.NE.INTERNAL,'object type 4 not available')
c
c Read in object details, now we know what kind it is.
c Allow an all-zeroes record to terminate input for the
c benefit of those of us who might inadvertently supply
c a series of blank records after our real input as a
c side-effect of tape blocking or sloppiness or ...
8 CONTINUE
IF (INMODE.GE.3) THEN
INFMT = INFMTS(INTYPE)
INFLG = INFLGS(INTYPE)
ENDIF
IF (INFLG) THEN
READ (INPUT,*,END=50) (BUF(I),I=1,IDET(INTYPE))
ELSE
READ (INPUT,INFMT,END=50) (BUF(I),I=1,IDET(INTYPE))
ENDIF
c 15-Dec-1999 This was supposed to check for all-zero line and exit
c but all zeros is legal for [at least!] LABELs
IF (INTYPE.EQ.LABEL) GOTO 9
DO I=1,IDET(INTYPE)
IF (BUF(I).NE.0.) GO TO 9
ENDDO
GO TO 50
9 CONTINUE
*
* Expand array DETAIL if needed: NDET+KDET(INTYPE) > size(DETAIL)
NEEDMEM = NDET+KDET(INTYPE)
if ( NEEDMEM .GT. SIZE(DETAIL) ) THEN
CALL GET_TRY(SIZE(DETAIL), NEEDMEM, TRY1, 1)
DO 920 ITRY = 1,3
if (TRY1(ITRY).LE.0 .OR. TRY1(ITRY).GT.MAXMEM) GOTO 920
ALLOCATE( TMP1DR(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 920
TMP1DR = 0.
TMP1DR = DETAIL
if(TEST_ALLOC)write(NOISE,*)"Expand DETAIL to ",try1(ITRY)
CALL MOVE_ALLOC(from=TMP1DR, to=DETAIL)
GOTO 922
920 CONTINUE
ENDIF
922 CALL ASSERT (NEEDMEM.LE.SIZE(DETAIL),
& 'too many object details - increase MAXDET and recompile')
IF (SHADOW) THEN
* Expand array SDTAIL if needed
NEEDMEM = MDET+SDET(INTYPE)
IF ( NEEDMEM .GT. SIZE(SDTAIL) ) THEN
CALL GET_TRY(SIZE(SDTAIL), NEEDMEM, TRY1, 1)
DO 925 ITRY = 1,3
if (TRY1(ITRY).LE.0.OR.TRY1(ITRY).GT.MAXMEM) GOTO 925
ALLOCATE( TMP1DR(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 925
TMP1DR = 0.
TMP1DR = SDTAIL
CALL MOVE_ALLOC(from=TMP1DR, to=SDTAIL)
if(TEST_ALLOC)write(NOISE,*)"Expand SDTAIL to ",
& try1(ITRY)
GOTO 927
925 CONTINUE
ENDIF
927 CALL ASSERT (NEEDMEM.LE.SIZE(SDTAIL),
& 'too many shadow object details - increase MAXSDT and recompile')
ENDIF
N = N + 1
* Expand arrays ZTEMP, ZINDEX, LIST, MIST, TYPE, FLAG if needed
IF (N.GT.SIZE(FLAG)) THEN
CALL GET_TRY(SIZE(FLAG), N, TRY1, 1)
DO 930 ITRY = 1,3
if (TRY1(ITRY).LE.0.OR.TRY1(ITRY).GT.MAXMEM) GOTO 930
ALLOCATE( TMP1DR(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 930
TMP1DR = 0.
TMP1DR = ZTEMP
CALL MOVE_ALLOC(from=TMP1DR, to=ZTEMP)
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 930
TMP1D = 0
TMP1D = ZINDEX
CALL MOVE_ALLOC(from=TMP1D, to=ZINDEX)
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 930
TMP1D = 0
TMP1D = LIST
CALL MOVE_ALLOC(from=TMP1D, to=LIST)
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 930
TMP1D = 0
TMP1D = MIST
CALL MOVE_ALLOC(from=TMP1D, to=MIST)
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 930
TMP1D = 0
TMP1D = TYPE
CALL MOVE_ALLOC(from=TMP1D, to=TYPE)
ALLOCATE( TMP1DI4(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 930
TMP1DI4 = 0
TMP1DI4 = FLAG
CALL MOVE_ALLOC(from=TMP1DI4, to=FLAG)
if(TEST_ALLOC)write(NOISE,*)"Expand MAXOBJ to ",size(FLAG)
GOTO 932
930 CONTINUE
ENDIF
932 CALL ASSERT (N.LE.SIZE(FLAG),
& 'too many objects - increase MAXOBJ and recompile')
C 20-Feb-1997 Save both object type and material type
TYPE(N) = INTYPE
IF (MSTATE.EQ.MATERIAL) FLAG(N) = FLAG(N) + 65536 * NPROPM
LIST(N) = NDET
IF (SHADOW) MIST(N) = MDET
ISTRANS = 0
* From this point on, we'll use the symbolic codes for objects
IF (INTYPE.EQ.TRIANG .or. INTYPE.EQ.PLANE) THEN
* triangle as read in
X1A = BUF(1)
Y1A = BUF(2)
Z1A = BUF(3)
X2A = BUF(4)
Y2A = BUF(5)
Z2A = BUF(6)
X3A = BUF(7)
Y3A = BUF(8)
Z3A = BUF(9)
RED = BUF(10)
GRN = BUF(11)
BLU = BUF(12)
CALL CHKRGB( RED,GRN,BLU,'invalid triangle color' )
CALL ASSERT (IDET(INTYPE).EQ.12,'idet(1).ne.12')
IF (MSTATE.EQ.MATERIAL) THEN
FLAG(N) = ior(FLAG(N),PROPS)
NPROPS = NPROPS + 1
IF (CLRITY.GT.0) THEN
FLAG(N) = ior(FLAG(N),TRANSP)
IF (CLROPT.EQ.1) FLAG(N) = ior(FLAG(N),MOPT1)
NTRANSP = NTRANSP + 1
ISTRANS = 1
ENDIF
IF (CLIPPING) THEN
FLAG(N) = ior(FLAG(N),CLIPPED)
ENDIF
IF (NBOUNDS.GT.0) FLAG(N) = ior(FLAG(N),BOUNDED)
IF (MATCOL) THEN
RED = RGBMAT(1)
GRN = RGBMAT(2)
BLU = RGBMAT(3)
ENDIF
ENDIF
* Isolated objects not transformed by TMAT, but still subject to inversion
IF (ISOLATION.GT.0) THEN
CALL ISOLATE(X1A,Y1A)
CALL ISOLATE(X2A,Y2A)
CALL ISOLATE(X3A,Y3A)
ELSE
* update true coordinate limits
TRULIM(1,1) = MIN( TRULIM(1,1), X1A,X2A,X3A)
TRULIM(1,2) = MAX( TRULIM(1,2), X1A,X2A,X3A)
TRULIM(2,1) = MIN( TRULIM(2,1), Y1A,Y2A,Y3A)
TRULIM(2,2) = MAX( TRULIM(2,2), Y1A,Y2A,Y3A)
TRULIM(3,1) = MIN( TRULIM(3,1), Z1A,Z2A,Z3A)
TRULIM(3,2) = MAX( TRULIM(3,2), Z1A,Z2A,Z3A)
* modify the input, so to speak
CALL TRANSF (X1A,Y1A,Z1A)
CALL TRANSF (X2A,Y2A,Z2A)
CALL TRANSF (X3A,Y3A,Z3A)
ENDIF
* perspective factor for each corner
IF (EYEPOS.GT.0) THEN
PFAC1 = PERSP( Z1A )
PFAC2 = PERSP( Z2A )
PFAC3 = PERSP( Z3A )
END IF
* apply perspective
X1B = X1A * PFAC1
Y1B = Y1A * PFAC1
Z1B = Z1A * PFAC1
X2B = X2A * PFAC2
Y2B = Y2A * PFAC2
Z2B = Z2A * PFAC2
X3B = X3A * PFAC3
Y3B = Y3A * PFAC3
Z3B = Z3A * PFAC3
* scale and translate to pixel space
X1C = X1B * SCALE + XCENT
Y1C = Y1B * SCALE + YCENT
Z1C = Z1B * SCALE
X2C = X2B * SCALE + XCENT
Y2C = Y2B * SCALE + YCENT
Z2C = Z2B * SCALE
X3C = X3B * SCALE + XCENT
Y3C = Y3B * SCALE + YCENT
Z3C = Z3B * SCALE
* save transformed Z limits
ZLIM(1) = MIN( ZLIM(1), Z1C,Z2C,Z3C )
ZLIM(2) = MAX( ZLIM(2), Z1C,Z2C,Z3C )
*
* check for Z-clipping
JUSTCLIPPED = .FALSE.
IF (INTYPE.NE.PLANE) THEN
IF ((MIN(Z1C,Z2C,Z3C) .GT. FRONTCLIP)
& .OR.(MAX(Z1C,Z2C,Z3C) .LT. BACKCLIP)) THEN
JUSTCLIPPED = .TRUE.
GOTO 45
ENDIF
IF (CLIPPING) THEN
MIND = LIST(MLIST(NPROPM))
IF ((MIN(Z1C,Z2C,Z3C) .GT. DETAIL(MIND+16))
& .OR.(MAX(Z1C,Z2C,Z3C) .LT. DETAIL(MIND+17))) THEN
JUSTCLIPPED = .TRUE.
GOTO 45
ENDIF
ENDIF
ENDIF
*
* solve for coefficients of plane eqn z=Ax+By+C
CALL PLANER(X1C,Y1C,Z1C,
& X2C,Y2C,Z2C,
& X3C,Y3C,Z3C, A,B,C,D)
* save results for PLANE object
* PLANE impinges on all tiles, but casts no shadows
IF (INTYPE.EQ. PLANE) THEN
NPLANES = NPLANES + 1
DETAIL(NDET+1) = A
DETAIL(NDET+2) = B
DETAIL(NDET+3) = C
DETAIL(NDET+4) = D
DETAIL(NDET+5) = RED
DETAIL(NDET+6) = GRN
DETAIL(NDET+7) = BLU
CALL ASSERT(KDET(INTYPE).EQ.7,'kdet(6).ne.7')
NDET = NDET + KDET(INTYPE)
DO IY = 1,NTY
DO IX = 1,NTX
KOUNT(IX,IY) = KOUNT(IX,IY) + 1
TTRANS(IX,IY) = TTRANS(IX,IY) + ISTRANS
ENDDO
ENDDO
C write(NOISE,*)"Incr kount ",NTX," x ",NTY
IF (SHADOW) THEN
MDET = MDET + SDET(INTYPE)
ENDIF
GOTO 7
ENDIF
* save results for normal triangles
DETAIL(NDET+1) = X1C
DETAIL(NDET+2) = Y1C
DETAIL(NDET+3) = Z1C
DETAIL(NDET+4) = X2C
DETAIL(NDET+5) = Y2C
DETAIL(NDET+6) = Z2C
DETAIL(NDET+7) = X3C
DETAIL(NDET+8) = Y3C
DETAIL(NDET+9) = Z3C
DETAIL(NDET+10) = A
DETAIL(NDET+11) = B
DETAIL(NDET+12) = C
DETAIL(NDET+13) = D
DETAIL(NDET+14) = RED
DETAIL(NDET+15) = GRN
DETAIL(NDET+16) = BLU
CALL ASSERT (KDET(INTYPE).EQ.16,'kdet(1).ne.16')
NDET = NDET + KDET(INTYPE)
* tally for tiles the object might impinge on
IXLO = MIN(X1C,X2C,X3C)/NPX + 1
IXHI = MAX(X1C,X2C,X3C)/NPX + 1
IYLO = MIN(Y1C,Y2C,Y3C)/NPY + 1
IYHI = MAX(Y1C,Y2C,Y3C)/NPY + 1
IF (IXLO.LT.1 ) IXLO=1
IF (IXLO.GT.NTX) GO TO 11
IF (IXHI.LT.1 ) GO TO 11
IF (IXHI.GT.NTX) IXHI=NTX
IF (IYLO.LT.1 ) IYLO=1
IF (IYLO.GT.NTY) GO TO 11
IF (IYHI.LT.1 ) GO TO 11
IF (IYHI.GT.NTY) IYHI=NTY
DO 10 IY=IYLO,IYHI
DO 10 IX=IXLO,IXHI
KOUNT(IX,IY) = KOUNT(IX,IY) + 1
TTRANS(IX,IY) = TTRANS(IX,IY) + ISTRANS
10 CONTINUE
C write(NOISE,*)"Incr kount b ",IXLO,"-",IXHI," x ",IYLO,"-",IYHI
11 CONTINUE
* repeat for shadow buffer if necessary
IF (SHADOW) THEN
* rotate light source to z to take light source viewpoint
X1R = SROT(1,1)*X1B+SROT(1,2)*Y1B+SROT(1,3)*Z1B
Y1R = SROT(2,1)*X1B+SROT(2,2)*Y1B+SROT(2,3)*Z1B
Z1R = SROT(3,1)*X1B+SROT(3,2)*Y1B+SROT(3,3)*Z1B
X2R = SROT(1,1)*X2B+SROT(1,2)*Y2B+SROT(1,3)*Z2B
Y2R = SROT(2,1)*X2B+SROT(2,2)*Y2B+SROT(2,3)*Z2B
Z2R = SROT(3,1)*X2B+SROT(3,2)*Y2B+SROT(3,3)*Z2B
X3R = SROT(1,1)*X3B+SROT(1,2)*Y3B+SROT(1,3)*Z3B
Y3R = SROT(2,1)*X3B+SROT(2,2)*Y3B+SROT(2,3)*Z3B
Z3R = SROT(3,1)*X3B+SROT(3,2)*Y3B+SROT(3,3)*Z3B
* scale and translate for shadow space
X1S = X1R * SCALE + SXCENT
Y1S = Y1R * SCALE + SYCENT
Z1S = Z1R * SCALE
X2S = X2R * SCALE + SXCENT
Y2S = Y2R * SCALE + SYCENT
Z2S = Z2R * SCALE
X3S = X3R * SCALE + SXCENT
Y3S = Y3R * SCALE + SYCENT
Z3S = Z3R * SCALE
* solve plane eqn etc.
CALL PLANER(X1S,Y1S,Z1S,
& X2S,Y2S,Z2S,
& X3S,Y3S,Z3S, A,B,C,D)
* save results etc.
SDTAIL(MDET+1) = X1S
SDTAIL(MDET+2) = Y1S
SDTAIL(MDET+3) = Z1S
SDTAIL(MDET+4) = X2S
SDTAIL(MDET+5) = Y2S
SDTAIL(MDET+6) = Z2S
SDTAIL(MDET+7) = X3S
SDTAIL(MDET+8) = Y3S
SDTAIL(MDET+9) = Z3S
SDTAIL(MDET+10) = A
SDTAIL(MDET+11) = B
SDTAIL(MDET+12) = C
SDTAIL(MDET+13) = D
CALL ASSERT (SDET(INTYPE).EQ.13,'sdet(1).ne.13')
MDET = MDET + SDET(INTYPE)
* tally for shadow tiles the object might impinge on
IXLO = MIN(X1S,X2S,X3S)/NPX + 1
IXHI = MAX(X1S,X2S,X3S)/NPX + 1
IYLO = MIN(Y1S,Y2S,Y3S)/NPY + 1
IYHI = MAX(Y1S,Y2S,Y3S)/NPY + 1
IF (IXLO.LT.1 ) IXLO=1
IF (IXLO.GT.NSX) GO TO 16
IF (IXHI.LT.1 ) GO TO 16
IF (IXHI.GT.NSX) IXHI=NSX
IF (IYLO.LT.1 ) IYLO=1
IF (IYLO.GT.NSY) GO TO 16
IF (IYHI.LT.1 ) GO TO 16
IF (IYHI.GT.NSY) IYHI=NSY
DO 15 IY=IYLO,IYHI
DO 15 IX=IXLO,IXHI
MOUNT(IX,IY) = MOUNT(IX,IY) + 1
15 CONTINUE
16 CONTINUE
ENDIF
ELSEIF (INTYPE.EQ.SPHERE) THEN
* sphere as read in
XA = BUF(1)
YA = BUF(2)
ZA = BUF(3)
RA = BUF(4)
RED = BUF(5)
GRN = BUF(6)
BLU = BUF(7)
CALL CHKRGB (RED,GRN,BLU,'invalid sphere color')
CALL ASSERT (IDET(INTYPE).EQ.7,'idet(2).ne.7')
IF (MSTATE.EQ.MATERIAL) THEN
FLAG(N) = ior(FLAG(N),PROPS)
NPROPS = NPROPS + 1
IF (CLRITY.GT.0) THEN
FLAG(N) = ior(FLAG(N),TRANSP)
IF (CLROPT.EQ.1) FLAG(N) = ior(FLAG(N),MOPT1)
NTRANSP = NTRANSP + 1
ISTRANS = 1
ENDIF
IF (CLIPPING) THEN
FLAG(N) = ior(FLAG(N),CLIPPED)
ENDIF
IF (NBOUNDS.GT.0) FLAG(N) = ior(FLAG(N),BOUNDED)
IF (MATCOL) THEN
RED = RGBMAT(1)
GRN = RGBMAT(2)
BLU = RGBMAT(3)
ENDIF
ENDIF
* Isolated objects not transformed by TMAT, but still subject to inversion
IF (ISOLATION.GT.0) THEN
CALL ISOLATE(XA,YA)
ELSE
* update true coordinate limits
TRULIM(1,1) = MIN( TRULIM(1,1), XA )
TRULIM(1,2) = MAX( TRULIM(1,2), XA )
TRULIM(2,1) = MIN( TRULIM(2,1), YA )
TRULIM(2,2) = MAX( TRULIM(2,2), YA )
TRULIM(3,1) = MIN( TRULIM(3,1), ZA )
TRULIM(3,2) = MAX( TRULIM(3,2), ZA )
* modify the input, as it were
CALL TRANSF (XA,YA,ZA)
RA = RA / TMAT(4,4)
ENDIF
* perspective
IF (EYEPOS.GT.0) PFAC = PERSP(ZA)
XB = XA * PFAC
YB = YA * PFAC
ZB = ZA * PFAC
RB = RA * PFAC
* scale & translate
XC = XB * SCALE + XCENT
YC = YB * SCALE + YCENT
ZC = ZB * SCALE
RC = RB * 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
JUSTCLIPPED = .TRUE.
GOTO 45
ELSE
JUSTCLIPPED = .FALSE.
ENDIF
* save results
DETAIL(NDET+1) = XC
DETAIL(NDET+2) = YC
DETAIL(NDET+3) = ZC
DETAIL(NDET+4) = RC
DETAIL(NDET+5) = RED
DETAIL(NDET+6) = GRN
DETAIL(NDET+7) = BLU
CALL ASSERT (KDET(INTYPE).EQ.7,'kdet(2).ne.7')
NDET = NDET + KDET(INTYPE)
nsphere = nsphere + 1
* tally for tiles the object might impinge on
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) GO TO 21
IF (IXHI.LT.1 ) GO TO 21
IF (IXHI.GT.NTX) IXHI=NTX
IF (IYLO.LT.1 ) IYLO=1
IF (IYLO.GT.NTY) GO TO 21
IF (IYHI.LT.1 ) GO TO 21
IF (IYHI.GT.NTY) IYHI=NTY
DO 20 IY=IYLO,IYHI
DO 20 IX=IXLO,IXHI
KOUNT(IX,IY) = KOUNT(IX,IY) + 1
TTRANS(IX,IY) = TTRANS(IX,IY) + ISTRANS
20 CONTINUE
C write(NOISE,*)"Incr kount c ",IXLO,"-",IXHI," x ",IYLO,"-",IYHI,
C & kstart(IXLO,IYLO),kstop(IXLO,IYLO),kount(IXLO,IYLO)
21 CONTINUE
* repeat for shadow buffer if necessary
IF (SHADOW) THEN
* rotate light source to z to take light source viewpoint
XR = SROT(1,1)*XB+SROT(1,2)*YB+SROT(1,3)*ZB
YR = SROT(2,1)*XB+SROT(2,2)*YB+SROT(2,3)*ZB
ZR = SROT(3,1)*XB+SROT(3,2)*YB+SROT(3,3)*ZB
RR = RB
* scale and translate for shadow space
XS = XR * SCALE + SXCENT
YS = YR * SCALE + SYCENT
ZS = ZR * SCALE
RS = RR * SCALE
* save results
SDTAIL(MDET+1) = XS
SDTAIL(MDET+2) = YS
SDTAIL(MDET+3) = ZS
SDTAIL(MDET+4) = RS
CALL ASSERT (SDET(INTYPE).EQ.4,'sdet(2).ne.4')
MDET = MDET + SDET(INTYPE)
* tally for 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) GO TO 26
IF (IXHI.LT.1 ) GO TO 26
IF (IXHI.GT.NSX) IXHI=NSX
IF (IYLO.LT.1 ) IYLO=1
IF (IYLO.GT.NSY) GO TO 26
IF (IYHI.LT.1 ) GO TO 26
IF (IYHI.GT.NSY) IYHI=NSY
DO 25 IY=IYLO,IYHI
DO 25 IX=IXLO,IXHI
MOUNT(IX,IY) = MOUNT(IX,IY) + 1
25 CONTINUE
26 CONTINUE
ENDIF
c 30-Dec-99 duplicate transparent spheres, if requested, so that
c the inside surface can be rendered also. BUF() is still loaded
c with specs for the current object; we just need to set flags.
IF ( iand(FLAG(N),TRANSP).NE.0 .AND. CLROPT.EQ.2
& .AND. iand(FLAG(N),INSIDE).EQ.0) THEN
FLAG(N+1) = INSIDE
NINSIDE = NINSIDE + 1
GOTO 9
ENDIF
ELSEIF (INTYPE.EQ.CYLIND) THEN
* EAM May 1990 cylinder as read in
X1A = BUF(1)
Y1A = BUF(2)
Z1A = BUF(3)
R1A = BUF(4)
X2A = BUF(5)
Y2A = BUF(6)
Z2A = BUF(7)
R2A = R1A
RED = BUF(9)
GRN = BUF(10)
BLU = BUF(11)
CALL CHKRGB (RED,GRN,BLU,'invalid cylinder color')
CALL ASSERT (IDET(INTYPE).EQ.11,'idet(1).ne.11')
* Zero length cylinder is better treated as sphere
* EAM 22-Nov-96
IF ((iand(FLAG(N),FLAT).EQ.0) .AND.
& (X1A.EQ.X2A).AND.(Y1A.EQ.Y2A).AND.(Z1A.EQ.Z2A)) THEN
BUF(5) = BUF(9)
BUF(6) = BUF(10)
BUF(7) = BUF(11)
INTYPE = SPHERE
N = N-1
GOTO 9
ENDIF
IF (MSTATE.EQ.MATERIAL) THEN
FLAG(N) = ior(FLAG(N),PROPS)
NPROPS = NPROPS + 1
IF (CLRITY.GT.0) THEN
FLAG(N) = ior(FLAG(N),TRANSP)
IF (CLROPT.EQ.1) FLAG(N) = ior(FLAG(N),MOPT1)
NTRANSP = NTRANSP + 1
ISTRANS = 1
ENDIF
IF (CLIPPING) THEN
FLAG(N) = ior(FLAG(N),CLIPPED)
ENDIF
IF (NBOUNDS.GT.0) FLAG(N) = ior(FLAG(N),BOUNDED)
IF (MATCOL) THEN
RED = RGBMAT(1)
GRN = RGBMAT(2)
BLU = RGBMAT(3)
ENDIF
ENDIF
* Isolated objects not transformed by TMAT, but still subject to inversion
IF (ISOLATION.GT.0) THEN
CALL ISOLATE(X1A,Y1A)
CALL ISOLATE(X2A,Y2A)
ELSE
* update true coordinate limits
TRULIM(1,1) = MIN( TRULIM(1,1), X1A,X2A)
TRULIM(1,2) = MAX( TRULIM(1,2), X1A,X2A)
TRULIM(2,1) = MIN( TRULIM(2,1), Y1A,Y2A)
TRULIM(2,2) = MAX( TRULIM(2,2), Y1A,Y2A)
TRULIM(3,1) = MIN( TRULIM(3,1), Z1A,Z2A)
TRULIM(3,2) = MAX( TRULIM(3,2), Z1A,Z2A)
* modify the input, so to speak
CALL TRANSF (X1A,Y1A,Z1A)
CALL TRANSF (X2A,Y2A,Z2A)
R1A = R1A / TMAT(4,4)
R2A = R2A / TMAT(4,4)
ENDIF
* perspective factor for each corner
IF (EYEPOS.GT.0) THEN
PFAC1 = PERSP( Z1A )
PFAC2 = PERSP( Z2A )
END IF
* apply perspective
X1B = X1A * PFAC1
Y1B = Y1A * PFAC1
Z1B = Z1A * PFAC1
R1B = R1A * PFAC1
X2B = X2A * PFAC2
Y2B = Y2A * PFAC2
Z2B = Z2A * PFAC2
R2B = R2A * PFAC2
* scale and translate to pixel space
X1C = X1B * SCALE + XCENT
Y1C = Y1B * SCALE + YCENT
Z1C = Z1B * SCALE
R1C = R1B * SCALE
X2C = X2B * SCALE + XCENT
Y2C = Y2B * SCALE + YCENT
Z2C = Z2B * SCALE
R2C = R2B * SCALE
* save transformed Z limits
ZLIM(1) = MIN( ZLIM(1), Z1C,Z2C )
ZLIM(2) = MAX( ZLIM(2), Z1C,Z2C )
* check for Z-clipping
IF ((MIN(Z1C,Z2C) .GT. FRONTCLIP)
& .OR.(MAX(Z1C,Z2C) .LT. BACKCLIP)) THEN
JUSTCLIPPED = .TRUE.
GOTO 45
ELSE
JUSTCLIPPED = .FALSE.
ENDIF
* save results
DETAIL(NDET+1) = X1C
DETAIL(NDET+2) = Y1C
DETAIL(NDET+3) = Z1C
DETAIL(NDET+4) = R1C
DETAIL(NDET+5) = X2C
DETAIL(NDET+6) = Y2C
DETAIL(NDET+7) = Z2C
DETAIL(NDET+8) = R2C
* EAM save anything else?
DETAIL(NDET+9) = RED
DETAIL(NDET+10) = GRN
DETAIL(NDET+11) = BLU
CALL ASSERT (KDET(INTYPE).EQ.11,'kdet(1).ne.11')
NDET = NDET + KDET(INTYPE)
ncylind = ncylind + 1
* tally for tiles the object might impinge on
IXLO = MIN(X1C-R1C,X2C-R2C) / NPX + 1
IXHI = MAX(X1C+R1C,X2C+R2C) / NPX + 1
IYLO = MIN(Y1C-R1C,Y2C-R2C) / NPY + 1
IYHI = MAX(Y1C+R1C,Y2C+R2C) / NPY + 1
IF (IXLO.LT.1 ) IXLO=1
IF (IXLO.GT.NTX) GO TO 711
IF (IXHI.LT.1 ) GO TO 711
IF (IXHI.GT.NTX) IXHI=NTX
IF (IYLO.LT.1 ) IYLO=1
IF (IYLO.GT.NTY) GO TO 711
IF (IYHI.LT.1 ) GO TO 711
IF (IYHI.GT.NTY) IYHI=NTY
DO 710 IY=IYLO,IYHI
DO 710 IX=IXLO,IXHI
KOUNT(IX,IY) = KOUNT(IX,IY) + 1
TTRANS(IX,IY) = TTRANS(IX,IY) + ISTRANS
710 CONTINUE
C write(NOISE,*)"Incr kount d ",IXLO,"-",IXHI," x ",IYLO,"-",IYHI
711 CONTINUE
* repeat for shadow buffer if necessary
IF (SHADOW) THEN
* rotate light source to z to take light source viewpoint
X1R = SROT(1,1)*X1B+SROT(1,2)*Y1B+SROT(1,3)*Z1B
Y1R = SROT(2,1)*X1B+SROT(2,2)*Y1B+SROT(2,3)*Z1B
Z1R = SROT(3,1)*X1B+SROT(3,2)*Y1B+SROT(3,3)*Z1B
X2R = SROT(1,1)*X2B+SROT(1,2)*Y2B+SROT(1,3)*Z2B
Y2R = SROT(2,1)*X2B+SROT(2,2)*Y2B+SROT(2,3)*Z2B
Z2R = SROT(3,1)*X2B+SROT(3,2)*Y2B+SROT(3,3)*Z2B
* scale and translate for shadow space
X1S = X1R * SCALE + SXCENT
Y1S = Y1R * SCALE + SYCENT
Z1S = Z1R * SCALE
R1S = R1B * SCALE
X2S = X2R * SCALE + SXCENT
Y2S = Y2R * SCALE + SYCENT
Z2S = Z2R * SCALE
R2S = R2B * SCALE
* save results etc.
SDTAIL(MDET+1) = X1S
SDTAIL(MDET+2) = Y1S
SDTAIL(MDET+3) = Z1S
SDTAIL(MDET+4) = R1S
SDTAIL(MDET+5) = X2S
SDTAIL(MDET+6) = Y2S
SDTAIL(MDET+7) = Z2S
SDTAIL(MDET+8) = R2S
CALL ASSERT (SDET(INTYPE).EQ.8,'sdet(1).ne.8')
MDET = MDET + SDET(INTYPE)
* tally for shadow tiles the object might impinge on
IXLO = MIN(X1S-R1S,X2S-R2S) / NPX + 1
IXHI = MAX(X1S+R1S,X2S+R2S) / NPX + 1
IYLO = MIN(Y1S-R1S,Y2S-R2S) / NPY + 1
IYHI = MAX(Y1S+R1S,Y2S+R2S) / NPY + 1
IF (IXLO.LT.1 ) IXLO=1
IF (IXLO.GT.NSX) GO TO 716
IF (IXHI.LT.1 ) GO TO 716
IF (IXHI.GT.NSX) IXHI=NSX
IF (IYLO.LT.1 ) IYLO=1
IF (IYLO.GT.NSY) GO TO 716
IF (IYHI.LT.1 ) GO TO 716
IF (IYHI.GT.NSY) IYHI=NSY
DO 715 IY=IYLO,IYHI
DO 715 IX=IXLO,IXHI
MOUNT(IX,IY) = MOUNT(IX,IY) + 1
715 CONTINUE
716 CONTINUE
ENDIF
c
c 20-Aug-98 duplicate any transparent flat-ended cylinders so that
c the inside surface can be rendered also. BUF() is still loaded
c with specs for the current object; we just need to set flags.
IF ( iand(FLAG(N),TRANSP).NE.0 .AND. iand(FLAG(N),FLAT).NE.0
& .AND. iand(FLAG(N),INSIDE).EQ.0) THEN
FLAG(N+1) = FLAT + INSIDE
NINSIDE = NINSIDE + 1
GOTO 9
ENDIF
*
ELSEIF (INTYPE.EQ.NORMS) THEN
* vertex normals as given (these belong to previous triangle)
IF (JUSTCLIPPED) GOTO 46
IPREV = N - 1
IF ((TYPE(IPREV).EQ.VERTEXRGB).OR.(TYPE(IPREV).EQ.VERTRANSP))
& IPREV = IPREV - 1
IF ((TYPE(IPREV).EQ.VERTEXRGB).OR.(TYPE(IPREV).EQ.VERTRANSP))
& IPREV = IPREV - 1
CALL ASSERT (TYPE(IPREV).EQ.TRIANG,'orphan normals')
* Isolated objects not transformed by TMAT, but still subject to inversion
IF (ISOLATION.GT.0) THEN
X1C = BUF(1)
Y1C = BUF(2)
Z1C = BUF(3)
X2C = BUF(4)
Y2C = BUF(5)
Z2C = BUF(6)
X3C = BUF(7)
Y3C = BUF(8)
Z3C = BUF(9)
IF (INVERT) THEN
Y1C = -Y1C
Y2C = -Y2C
Y3C = -Y3C
ENDIF
ELSE
X1A = BUF(1)
Y1A = BUF(2)
Z1A = BUF(3)
X2A = BUF(4)
Y2A = BUF(5)
Z2A = BUF(6)
X3A = BUF(7)
Y3A = BUF(8)
Z3A = BUF(9)
* Apply rotation matrix, but not translation components
X1B = X1A*TMAT(1,1) + Y1A*TMAT(2,1) + Z1A*TMAT(3,1)
Y1B = X1A*TMAT(1,2) + Y1A*TMAT(2,2) + Z1A*TMAT(3,2)
Z1B = X1A*TMAT(1,3) + Y1A*TMAT(2,3) + Z1A*TMAT(3,3)
X2B = X2A*TMAT(1,1) + Y2A*TMAT(2,1) + Z2A*TMAT(3,1)
Y2B = X2A*TMAT(1,2) + Y2A*TMAT(2,2) + Z2A*TMAT(3,2)
Z2B = X2A*TMAT(1,3) + Y2A*TMAT(2,3) + Z2A*TMAT(3,3)
X3B = X3A*TMAT(1,1) + Y3A*TMAT(2,1) + Z3A*TMAT(3,1)
Y3B = X3A*TMAT(1,2) + Y3A*TMAT(2,2) + Z3A*TMAT(3,2)
Z3B = X3A*TMAT(1,3) + Y3A*TMAT(2,3) + Z3A*TMAT(3,3)
* Also apply post-rotation, if any
X1C = RAFTER(1,1)*X1B + RAFTER(1,2)*Y1B + RAFTER(1,3)*Z1B
Y1C = RAFTER(2,1)*X1B + RAFTER(2,2)*Y1B + RAFTER(2,3)*Z1B
Z1C = RAFTER(3,1)*X1B + RAFTER(3,2)*Y1B + RAFTER(3,3)*Z1B
X2C = RAFTER(1,1)*X2B + RAFTER(1,2)*Y2B + RAFTER(1,3)*Z2B
Y2C = RAFTER(2,1)*X2B + RAFTER(2,2)*Y2B + RAFTER(2,3)*Z2B
Z2C = RAFTER(3,1)*X2B + RAFTER(3,2)*Y2B + RAFTER(3,3)*Z2B
X3C = RAFTER(1,1)*X3B + RAFTER(1,2)*Y3B + RAFTER(1,3)*Z3B
Y3C = RAFTER(2,1)*X3B + RAFTER(2,2)*Y3B + RAFTER(2,3)*Z3B
Z3C = RAFTER(3,1)*X3B + RAFTER(3,2)*Y3B + RAFTER(3,3)*Z3B
ENDIF
C
C If all three Z components are negative, it's facing away from us.
C Old default treatment was to assume the normals were screwed up.
C V2.6: default appropriate cases (e.g. opaque triangles with no
C associated bounding planes) to hidden by assumption and
C thus not needing to be rendered. Mark as HIDDEN.
C Default treatment is overridden by CLROPT in material spec
C V3.0.3: Render both sides of opaque triangles
C
IF (Z1C.GE.0 .AND. Z2C.GE.0 .AND. Z3C.GE.0) GOTO 718
IF (Z1C.LT.-.01 .AND. Z2C.LT.-.01 .AND. Z3C.LT.-.01) THEN
IF (CLROPT.EQ.2) THEN
NINSIDE = NINSIDE + 1
FLAG(IPREV) = ior( FLAG(IPREV), INSIDE )
ELSE IF ((iand(FLAG(IPREV),BOUNDED).EQ.0)
& .AND.(CLRITY.NE.0 .AND. CLROPT.EQ.1)) THEN
NHIDDEN = NHIDDEN + 1
FLAG(IPREV) = ior( FLAG(IPREV), HIDDEN )
ELSE
NINSIDE = NINSIDE + 1
FLAG(IPREV) = ior( FLAG(IPREV), INSIDE )
ENDIF
GOTO 718
ENDIF
C
C Mixed + and - Z means the triangle "wrapped around" the edge.
C For solid objects the best we can do is pretend the edge is right here.
C For transparent objects or 2-sided surfaces we need to invert the
C normals also. The value of EDGESLOP is purely empirical; setting it
C either too low or too high makes some edges get coloured wrongly.
C Setting the HIDDEN flag for this record (NB: for the NORMALS, not for
C the triangle itself) causes the triangle to have flat shading.
IF (Z1C+Z2C+Z3C .LT. 0) THEN
IF (Z1C .GT. EDGESLOP) FLAG(N) = HIDDEN
IF (Z2C .GT. EDGESLOP) FLAG(N) = HIDDEN
IF (Z3C .GT. EDGESLOP) FLAG(N) = HIDDEN
Z1C = MIN(Z1C,0.)
Z2C = MIN(Z2C,0.)
Z3C = MIN(Z3C,0.)
ELSE
IF (Z1C .LT. -EDGESLOP) FLAG(N) = HIDDEN
IF (Z2C .LT. -EDGESLOP) FLAG(N) = HIDDEN
IF (Z3C .LT. -EDGESLOP) FLAG(N) = HIDDEN
Z1C = MAX(Z1C,0.)
Z2C = MAX(Z2C,0.)
Z3C = MAX(Z3C,0.)
ENDIF
C
718 CONTINUE
DETAIL(NDET+1) = X1C
DETAIL(NDET+2) = Y1C
DETAIL(NDET+3) = Z1C
DETAIL(NDET+4) = X2C
DETAIL(NDET+5) = Y2C
DETAIL(NDET+6) = Z2C
DETAIL(NDET+7) = X3C
DETAIL(NDET+8) = Y3C
DETAIL(NDET+9) = Z3C
NDET = NDET + KDET(INTYPE)
IF (SHADOW) THEN
MDET = MDET + SDET(INTYPE)
ENDIF
*
* Allow specification of RGB triple for each vertex of preceding
* triangle or cylinder. Overrides base RGB.
* Also overrides MATERIAL RGB, which is arguably a bug.
*
ELSEIF (INTYPE .EQ. VERTEXRGB) THEN
IF (JUSTCLIPPED) GOTO 46
CALL CHKRGB(BUF(1),BUF(2),BUF(3),'invalid vertex color')
CALL CHKRGB(BUF(4),BUF(5),BUF(6),'invalid vertex color')
CALL CHKRGB(BUF(7),BUF(8),BUF(9),'invalid vertex color')
IPREV = N - 1
IF ((TYPE(IPREV).EQ.NORMS).OR.(TYPE(IPREV).EQ.VERTRANSP))
& IPREV = IPREV - 1
IF ((TYPE(IPREV).EQ.NORMS).OR.(TYPE(IPREV).EQ.VERTRANSP))
& IPREV = IPREV - 1
c we should only see a SPHERE is if it's a collapsed cylinder
IF (TYPE(IPREV).EQ.SPHERE) THEN
K = LIST(IPREV)
DETAIL(K+5) = BUF(1)
DETAIL(K+6) = BUF(2)
DETAIL(K+7) = BUF(3)
GOTO 7
ENDIF
CALL ASSERT (TYPE(IPREV).EQ.TRIANG .OR. TYPE(IPREV).EQ.CYLIND,
& 'orphan vertex colours')
FLAG(IPREV) = ior( FLAG(IPREV), VCOLS )
DETAIL(NDET+1) = BUF(1)
DETAIL(NDET+2) = BUF(2)
DETAIL(NDET+3) = BUF(3)
DETAIL(NDET+4) = BUF(4)
DETAIL(NDET+5) = BUF(5)
DETAIL(NDET+6) = BUF(6)
DETAIL(NDET+7) = BUF(7)
DETAIL(NDET+8) = BUF(8)
DETAIL(NDET+9) = BUF(9)
NDET = NDET + KDET(INTYPE)
IF (SHADOW) THEN
MDET = MDET + SDET(INTYPE)
ENDIF
*
* EAM - 30-Dec-1999
* Allow specification of transparency at each vertex of preceding
* triangle or cylinder. Overrides any MATERIAL properties.
*
ELSEIF (INTYPE .EQ. VERTRANSP) THEN
IF (JUSTCLIPPED) GOTO 46
IPREV = N - 1
IF (TYPE(IPREV).EQ.NORMS .OR. TYPE(IPREV).EQ.VERTEXRGB)
& IPREV = IPREV - 1
IF (TYPE(IPREV).EQ.NORMS .OR. TYPE(IPREV).EQ.VERTEXRGB)
& IPREV = IPREV - 1
CALL ASSERT (TYPE(IPREV).EQ.TRIANG .OR. TYPE(IPREV).EQ.CYLIND
& .OR.TYPE(IPREV).EQ.SPHERE,
& 'orphan vertex transparency')
NVTRANS = NVTRANS + 1
IF (iand(FLAG(IPREV),TRANSP).EQ.0) NTRANSP = NTRANSP + 1
FLAG(IPREV) = ior( FLAG(IPREV), TRANSP )
FLAG(IPREV) = ior( FLAG(IPREV), VTRANS )
DETAIL(NDET+1) = BUF(1)
DETAIL(NDET+2) = BUF(2)
DETAIL(NDET+3) = BUF(3)
NDET = NDET + KDET(INTYPE)
IF (SHADOW) THEN
MDET = MDET + SDET(INTYPE)
ENDIF
*
* Material properties are saved after enforcing legality
*
ELSEIF (INTYPE .EQ. MATERIAL) THEN
* Mark this object as current material
MSTATE = MATERIAL
NPROPM = NPROPM + 1
*
* Expand arrays MLIST, MPARITY
IF ( NPROPM .GT. SIZE(MPARITY) ) THEN
CALL GET_TRY(SIZE(MPARITY), NPROPM, TRY1, 1)
DO 940 ITRY = 1,3
if (TRY1(ITRY).LE.0.OR.TRY1(ITRY).GT.MAXMEM) GOTO 940
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 940
TMP1D = 0
TMP1D = MLIST
CALL MOVE_ALLOC(from=TMP1D, to=MLIST)
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 940
TMP1D = 0
TMP1D = MPARITY
CALL MOVE_ALLOC(from=TMP1D, to=MPARITY)
if(TEST_ALLOC)write(NOISE,*)"Expand MAXMAT to ",
& try1(ITRY)
GOTO 942
940 CONTINUE
ENDIF
942 CALL ASSERT(NPROPM.LE.SIZE(MPARITY),
& 'too many materials - increase MAXMAT and recompile')
MLIST(NPROPM) = N
* Clear any previous material properties
FLAG(N) = NPROPM*65536
MATCOL = .FALSE.
CLIPPING = .FALSE.
NBOUNDS = 0
ORTEPLIKE= .FALSE.
BPRGB(1) = -1
* Phong power defaults to value in header
IF (BUF(1).LT.0) BUF(1) = IPHONG
DETAIL(NDET+1) = BUF(1)
* Specular reflection component defaults to value in header
IF (BUF(2).LT.0 .OR. BUF(2).GT.1) BUF(2) = SPECLR
DETAIL(NDET+2) = BUF(2)
* Negative values for specular highlighting indicate default to object
CALL ASSERT (BUF(3).LE.1., 'red > 1 in material')
CALL ASSERT (BUF(4).LE.1., 'grn > 1 in material')
CALL ASSERT (BUF(5).LE.1., 'blu > 1 in material')
DETAIL(NDET+3) = BUF(3)
DETAIL(NDET+4) = BUF(4)
DETAIL(NDET+5) = BUF(5)
CLRITY = BUF(6)
CALL ASSERT (CLRITY.GE.0., 'clarity < 0 in material')
CALL ASSERT (CLRITY.LE.1., 'clarity > 1 in material')
DETAIL(NDET+6) = CLRITY
* Transparency processing is necessarily a compromise, and several
* possible approximations may be useful; allow a choice among them
CLROPT = BUF(7)
DETAIL(NDET+7) = BUF(7)
* The next one is used in conjunction with bounding planes
* Dec 2010: no, it's used to select which transparency algorithm is used
TRNSPOPT = BUF(8)
DETAIL(NDET+8) = TRNSPOPT
* One remaining field reserved for future expansion
DETAIL(NDET+9) = BUF(9)
* Initialize clipping planes, only used if CLIPPING is set below
DETAIL(NDET+16) = FRONTCLIP
DETAIL(NDET+17) = BACKCLIP
* Additional properties may continue on extra lines
IF (INT(BUF(10)).GT.0) THEN
L = 1
DO I = 1,INT(BUF(10))
READ (INPUT,'(A)',END=50) LINE
DO J = 132, 1, -1
IF (LINE(J:J).NE.' '.AND.LINE(J:J).NE.' ') L = J
ENDDO
IF (LINE(L:L+4).EQ.'SOLID') THEN
MATCOL = .TRUE.
READ (LINE(L+6:132),*,END=720) RGBMAT(1),RGBMAT(2),RGBMAT(3)
ELSE IF (LINE(L:L+7).EQ.'BACKFACE') THEN
FLAG(N) = ior(FLAG(N),INSIDE)
READ (LINE(L+9:132),*,END=720) RED, GRN, BLU, PHONGM, SPECM
MPHONG = PHONGM
IF (PHONGM.LT.0) MPHONG = IPHONG
IF (SPECM.LT.0.OR.SPECM.GT.1.) SPECM = SPECLR
DETAIL(NDET+11) = RED
DETAIL(NDET+12) = GRN
DETAIL(NDET+13) = BLU
DETAIL(NDET+14) = MPHONG
DETAIL(NDET+15) = SPECM
ELSE IF (LINE(L:L+8).EQ.'FRONTCLIP') THEN
CLIPPING = .TRUE.
ZCLIP = FRONTCLIP
READ (LINE(L+10:132),*,END=720) ZCLIP
ZCLIP = ZCLIP * SCALE / TMAT(4,4)
DETAIL(NDET+16) = ZCLIP
ELSE IF (LINE(L:L+7).EQ.'BACKCLIP') THEN
CLIPPING = .TRUE.
ZCLIP = BACKCLIP
READ (LINE(L+9:132),*,END=720) ZCLIP
ZCLIP = ZCLIP * SCALE / TMAT(4,4)
DETAIL(NDET+17) = ZCLIP
ELSE IF (LINE(L:L+9).EQ.'ORTEP_LIKE') THEN
ORTEPLIKE = .TRUE.
ELSE IF (LINE(L:L+13).EQ.'BOUNDING_COLOR') THEN
READ (LINE(L+15:132),*,END=720) BPRGB(1),BPRGB(2),BPRGB(3)
CALL CHKRGB(BPRGB(1),BPRGB(2),BPRGB(3),
& 'Invalid bounding color')
ELSE IF (LINE(L:L+13).EQ.'BOUNDING_PLANE') THEN
NBOUNDS = NBOUNDS + 1
nbplanes = nbplanes + 1
*
* Expand arrays DETAIL and SDTAIL as needed
NEEDMEM = MAX(N+NBOUNDS, NDET+NBOUNDS*KDET(INTERNAL))
if ( NEEDMEM .GT. SIZE(DETAIL) ) THEN
CALL GET_TRY(SIZE(DETAIL), NEEDMEM, TRY1, 1)
DO 950 ITRY = 1,3
IF (TRY1(ITRY) .LE. 0 .OR. TRY1(ITRY) .GT. MAXMEM)
& GOTO 950
ALLOCATE( TMP1DR(TRY1(ITRY)), stat=ierr )
IF (IERR .NE. 0) GOTO 950
TMP1DR = 0.
TMP1DR = DETAIL
if(TEST_ALLOC)write(NOISE,*)"Expand DETAIL to ",
& size(TMP1DR)
CALL MOVE_ALLOC(from=TMP1DR, to=DETAIL)
GOTO 952
950 CONTINUE
ENDIF
952 CALL ASSERT(NEEDMEM.LE.SIZE(DETAIL),
& 'BP Oops')
IF (SHADOW) THEN
NEEDMEM = MDET+NBOUNDS*SDET(INTERNAL)
if ( NEEDMEM .GT. SIZE(DETAIL) ) THEN
CALL GET_TRY(SIZE(DETAIL), NEEDMEM, TRY1, 1)
DO 955 ITRY = 1,3
IF (TRY1(ITRY).LE.0.OR.TRY1(ITRY).GT.MAXMEM)
& GOTO 955
ALLOCATE( TMP1DR(TRY1(ITRY)), stat=ierr )
IF (IERR .NE. 0) GOTO 955
TMP1DR = 0.
TMP1DR = SDTAIL
if(TEST_ALLOC)write(NOISE,*)"Expand SDTAIL to",
& try1(ITRY)
CALL MOVE_ALLOC(from=TMP1DR, to=SDTAIL)
GOTO 957
955 CONTINUE
ENDIF
957 CALL ASSERT(NEEDMEM .LE.SIZE(SDTAIL),'BP Oops')
ENDIF
NB = N + NBOUNDS
CALL ASSERT( NB.LE.SIZE(DETAIL), 'BP Oops')
c OK, we've established there's room to store this bound;
c Flag all properties belonging to the parent material
TYPE(NB) = INTERNAL
FLAG(NB) = ior(FLAG(N),PROPS)
IF(CLRITY.GT.0.0)THEN
FLAG(NB) = ior(FLAG(NB),TRANSP)
IF (CLROPT.EQ.1) FLAG(NB) = ior(FLAG(NB),MOPT1)
ENDIF
NBDET = KDET(MATERIAL) + (NBOUNDS-1)*KDET(INTERNAL)
LIST(NB) = NDET + NBDET
IF (SHADOW) THEN
NBSDT = SDET(MATERIAL) + (NBOUNDS-1)*SDET(INTERNAL)
MIST(NB) = MDET + NBSDT
ENDIF
c Read in details, transform, and save
READ (LINE(L+15:132),*,END=720) BPTYPE,XB,YB,ZB,xn,yn,zn
* Transform bounding plane along with objects
CALL TRANSF(XB,YB,ZB)
* Rotate but don't translate normal, including post-rotation
xnb = xn*TMAT(1,1) + yn*TMAT(2,1) + zn*TMAT(3,1)
ynb = xn*TMAT(1,2) + yn*TMAT(2,2) + zn*TMAT(3,2)
znb = xn*TMAT(1,3) + yn*TMAT(2,3) + zn*TMAT(3,3)
xn = RAFTER(1,1)*xnb + RAFTER(1,2)*ynb + RAFTER(1,3)*znb
yn = RAFTER(2,1)*xnb + RAFTER(2,2)*ynb + RAFTER(2,3)*znb
zn = RAFTER(3,1)*xnb + RAFTER(3,2)*ynb + RAFTER(3,3)*znb
temp = sqrt(xn*xn + yn*yn + zn*zn)
xn = xn/temp
yn = yn/temp
zn = zn/temp
IF (ORTEPLIKE .AND. ZN.LT.0) THEN
XN = -XN
YN = -YN
ZN = -ZN
ENDIF
* Save data in same arrays as for regular objects
* ISUBTYPE currently only used to flag ORTEP_LIKE ellipsoids
* BPTYPE is loaded on input but not currently used for anything
ISUBTYPE = -1
IF (ORTEPLIKE) ISUBTYPE = ORTEP
DETAIL(NDET + NBDET + 1) = ISUBTYPE
DETAIL(NDET + NBDET + 2) = BPTYPE
DETAIL(NDET + NBDET + 3) = XB * SCALE + XCENT
DETAIL(NDET + NBDET + 4) = YB * SCALE + YCENT
DETAIL(NDET + NBDET + 5) = ZB * SCALE
DETAIL(NDET + NBDET + 6) = XN
DETAIL(NDET + NBDET + 7) = YN
DETAIL(NDET + NBDET + 8) = ZN
c Most of the time BPRGB(1) is -1 to signal no special color
DETAIL(NDET + NBDET + 9) = BPRGB(1)
DETAIL(NDET + NBDET + 10) = BPRGB(2)
DETAIL(NDET + NBDET + 11) = BPRGB(3)
IF (SHADOW) THEN
XR = SROT(1,1)*XB+SROT(1,2)*YB+SROT(1,3)*ZB
YR = SROT(2,1)*XB+SROT(2,2)*YB+SROT(2,3)*ZB
ZR = SROT(3,1)*XB+SROT(3,2)*YB+SROT(3,3)*ZB
BPNORM(1) = SROT(1,1)*XN+SROT(1,2)*YN+SROT(1,3)*ZN
BPNORM(2) = SROT(2,1)*XN+SROT(2,2)*YN+SROT(2,3)*ZN
BPNORM(3) = SROT(3,1)*XN+SROT(3,2)*YN+SROT(3,3)*ZN
SDTAIL(MDET + NBSDT + 1) = ISUBTYPE
SDTAIL(MDET + NBSDT + 2) = BPTYPE
SDTAIL(MDET + NBSDT + 3) = XR * SCALE + SXCENT
SDTAIL(MDET + NBSDT + 4) = YR * SCALE + SYCENT
SDTAIL(MDET + NBSDT + 5) = ZR * SCALE
SDTAIL(MDET + NBSDT + 6) = BPNORM(1)
SDTAIL(MDET + NBSDT + 7) = BPNORM(2)
SDTAIL(MDET + NBSDT + 8) = BPNORM(3)
ENDIF
ELSE IF (LINE(L:L+6).EQ.'BUMPMAP') THEN
WRITE(NOISE,*) '>> Sorry, no bumpmaps (don''t you wish!)'
ELSE
GOTO 720
ENDIF
GOTO 721
720 WRITE(NOISE,'(A,A)')
& '>> Unrecognized or incomplete MATERIAL option ',LINE
721 CONTINUE
ENDDO
ENDIF
* Update array pointers for material object itself
DETAIL(NDET+18) = NBOUNDS
NDET = NDET + KDET(INTYPE)
IF (SHADOW) MDET = MDET + SDET(INTYPE)
* Update array pointers to allow for bounding planes and any other
* objects inserted by MATERIAL processing
NDET = NDET + NBOUNDS*IDET(INTERNAL)
IF (SHADOW) MDET = MDET + NBOUNDS*KDET(INTERNAL)
N = N + NBOUNDS
*
ELSEIF (INTYPE.EQ.GLOWLIGHT) THEN
NGLOWS = NGLOWS + 1
*
* Expand array GLOWLIST
IF ( NGLOWS .GT. SIZE(GLOWLIST) ) THEN
CALL GET_TRY(SIZE(GLOWLIST), NGLOWS, TRY1, 1)
DO 960 ITRY = 1,3
if (TRY1(ITRY).LE.0.OR.TRY1(ITRY).GT.MAXMEM) GOTO 960
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 960
TMP1D = GLOWLIST
CALL MOVE_ALLOC(from=TMP1D, to=GLOWLIST)
if(TEST_ALLOC)write(NOISE,*)"Expand GLOWLIST to ",
& try1(ITRY)
GOTO 962
960 CONTINUE
ENDIF
962 CALL ASSERT(NGLOWS.LE.SIZE(GLOWLIST),'too many glow lights')
GLOWLIST(NGLOWS) = N
GLOWSRC(1) = BUF(1)
GLOWSRC(2) = BUF(2)
GLOWSRC(3) = BUF(3)
GLOWRAD = BUF(4)
GLOW = BUF(5)
GOPT = BUF(6)
GPHONG = BUF(7)
RED = BUF(8)
GRN = BUF(9)
BLU = BUF(10)
CALL ASSERT (GLOW.GE.0,'illegal glow value')
CALL ASSERT (GLOW.LE.1,'illegal glow value')
IF (GLOW.GT.GLOWMAX) GLOWMAX = GLOW
CALL CHKRGB (RED,GRN,BLU,'invalid glow light color')
* Isolated objects not transformed by TMAT, but still subject to inversion
IF (ISOLATION.GT.0) THEN
CALL ISOLATE(GLOWSRC(1),GLOWSRC(2))
ELSE
* transform coordinates and radius of glow source
CALL TRANSF(GLOWSRC(1),GLOWSRC(2),GLOWSRC(3))
GLOWRAD = GLOWRAD / TMAT(4,4)
ENDIF
IF (EYEPOS.GT.0) PFAC = PERSP( GLOWSRC(3) )
* save for rendering
DETAIL(NDET+1) = GLOWSRC(1) * PFAC * SCALE + XCENT
DETAIL(NDET+2) = GLOWSRC(2) * PFAC * SCALE + YCENT
DETAIL(NDET+3) = GLOWSRC(3) * PFAC * SCALE
DETAIL(NDET+4) = GLOWRAD * PFAC * SCALE
DETAIL(NDET+5) = GLOW
DETAIL(NDET+6) = GOPT
DETAIL(NDET+7) = GPHONG
DETAIL(NDET+8) = RED
DETAIL(NDET+9) = GRN
DETAIL(NDET+10) = BLU
NDET = NDET + KDET(INTYPE)
IF (SHADOW) THEN
MDET = MDET + SDET(INTYPE)
ENDIF
ELSEIF (INTYPE.EQ.QUADRIC) THEN
NQUADS = NQUADS + 1
IF (MSTATE.EQ.MATERIAL) THEN
FLAG(N) = ior(FLAG(N),PROPS)
NPROPS = NPROPS + 1
IF (CLRITY.GT.0) THEN
FLAG(N) = ior(FLAG(N),TRANSP)
IF (CLROPT.EQ.1) FLAG(N) = ior(FLAG(N),MOPT1)
NTRANSP = NTRANSP + 1
ISTRANS = 1
ENDIF
IF (CLIPPING) THEN
FLAG(N) = ior(FLAG(N),CLIPPED)
ENDIF
IF (NBOUNDS.GT.0) FLAG(N) = ior(FLAG(N),BOUNDED)
IF (MATCOL) THEN
BUF(5) = RGBMAT(1)
BUF(6) = RGBMAT(2)
BUF(7) = RGBMAT(3)
ENDIF
ENDIF
*
ISQUAD = QINP( BUF(1), DETAIL(NDET+1), SHADOW, SDTAIL(MDET+1) )
*
IF (.NOT. ISQUAD) GOTO 45
NDET = NDET + KDET(INTYPE)
IF (SHADOW) THEN
MDET = MDET + SDET(INTYPE)
ENDIF
C
C New object types go here!
C
ELSEIF (INTYPE.EQ.INTERNAL) THEN
CALL ASSERT(.FALSE.,'object type 4 not available')
ELSE
CALL ASSERT(.FALSE.,'crash 50')
ENDIF
GO TO 7
c
c here to discard object due to clipping planes
c
45 CONTINUE
NCLIP = NCLIP + 1
46 FLAG(N) = 0
N = N - 1
GO TO 7
c
c 26-Aug-1999 attempt error recovery and reporting
c if input line is not recognized
47 continue
write (noise,'(A,A)') 'Unrecognized line: ',LINE
goto 7
*
* here for end of objects
*
50 CONTINUE
IF (INPUT.GT.INPUT0) THEN
IF (VERBOSE) WRITE (NOISE,*) ' - closing indirect input file'
CLOSE(INPUT)
INPUT = INPUT - 1
GOTO 7
ENDIF
*
* help people re-center objects
*
XA = (TRULIM(1,1) + TRULIM(1,2)) / 2.0
YA = (TRULIM(2,1) + TRULIM(2,2)) / 2.0
ZA = (TRULIM(3,1) + TRULIM(3,2)) / 2.0
CALL TRANSF( XA, YA, ZA )
XA = TMAT(4,1) - XA * TMAT(4,4)
YA = TMAT(4,2) - YA * TMAT(4,4)
ZA = TMAT(4,3) - ZA * TMAT(4,4)
IF (INVERT) YA = -YA
WRITE (NOISE,*) 'To center objects in rendered scene, ',
& 'change translation to:'
WRITE (NOISE,'(3F10.4)') XA, YA, ZA
*
* Now we can set depth-cueing
WRITE (LINE,577) 'Z limits (unscaled) before clipping:',
& ZLIM(1)*TMAT(4,4)/SCALE,ZLIM(2)*TMAT(4,4)/SCALE
WRITE (NOISE,*) LINE(2:57)
WRITE (LINE,577) 'Z-clipping limits: ',
& BACKCLIP*TMAT(4,4)/SCALE
IF (FRONTCLIP.EQ.HUGE) THEN
WRITE (LINE(48:57),'(A10)') ' none'
ELSE
WRITE (LINE(48:57),'(F10.2)') FRONTCLIP*TMAT(4,4)/SCALE
ENDIF
WRITE (NOISE,*) LINE(2:57)
IF (VERBOSE) WRITE (NOISE,*) 'Scale: ', SCALE
IF (VERBOSE.AND.GAMMACORRECTION) WRITE (NOISE,*) 'Gamma: ', Gamma
IF (FOGTYPE .GE. 0) THEN
IF (FOGBACK .EQ. 0) THEN
FOGLIM(1) = ZLIM(1)
ELSE
FOGLIM(1) = FOGBACK * BACKCLIP
ENDIF
IF (FOGFRONT .EQ. 0) THEN
FOGLIM(2) = ZLIM(2)
ELSE IF (FRONTCLIP .LT. HUGE) THEN
FOGLIM(2) = FOGFRONT * FRONTCLIP
ELSE
FOGLIM(2) = FOGFRONT * SCALE
ENDIF
IF (FOGTYPE.EQ.1) THEN
WRITE(LINE,577) 'Fog (exponential) limits, density:'
ELSE
WRITE(LINE,577) 'Fog (linear) limits, density: '
ENDIF
WRITE (LINE(38:67),578)
& FOGLIM(1)*TMAT(4,4)/SCALE,FOGLIM(2)*TMAT(4,4)/SCALE,FOGDEN
WRITE (NOISE,*) LINE(2:67)
ENDIF
577 FORMAT(1X,A,2F10.2)
578 FORMAT(2F10.2,F10.2)
*
* Check list for special objects
* Triangle types first (vanilla/ribbon/surface)
NRIB = 0
NSUR = 0
NTRI = 0
DO 55 I = 1, N-1
IF (TYPE(I).EQ.TRIANG) THEN
NTRI = NTRI + 1
* Allow IPHONG=0 to disable special processing of triangles
IF (IPHONG.EQ.0) GOTO 54
* Check for surface triangle (explicit normals in next record)
CDEBUG "I+1" should be replaced by INEXT processing
IF (TYPE(I+1).EQ.NORMS.AND.iand(FLAG(I+1),HIDDEN).EQ.0) THEN
FLAG(I) = ior( FLAG(I), SURFACE )
GOTO 54
END IF
IF (I.EQ.1) GOTO 54
* Check for ribbon triangles,
* can't possibly be one unless surrounded by other triangles
IPREV = I - 1
INEXT = I + 1
IF (TYPE(IPREV).NE.TRIANG .OR. TYPE(INEXT).NE.TRIANG) THEN
FLAG(I) = iand( FLAG(I), NOT(RIBBON) )
GOTO 54
END IF
* trailing vertex must match one in previous triangle
J = LIST(IPREV)
K = LIST(I)
L = LIST(INEXT)
DO II = 1, 3
KK = K+II
if ( abs(detail(kk)-detail(j+ii+3)).gt.RIBBONSLOP
& .and. abs(detail(kk)-detail(j+ii+6)).gt.RIBBONSLOP) goto 54
C IF (DETAIL(KK).NE.DETAIL(J+II+3)
C & .AND. DETAIL(KK).NE.DETAIL(J+II+6)) GOTO 54
END DO
* leading vertex must match one in following triangle
DO II = 7, 9
KK = K+II
IF (abs(DETAIL(KK)-DETAIL(L+II-3)).gt.RIBBONSLOP
& .AND. abs(DETAIL(KK)-DETAIL(L+II-6)).gt.RIBBONSLOP) GOTO 54
C IF (DETAIL(KK).NE.DETAIL(L+II-3)
C & .AND. DETAIL(KK).NE.DETAIL(L+II-6)) GOTO 54
END DO
FLAG(I) = ior(FLAG(I),RIBBON)
54 CONTINUE
IF (iand(FLAG(I),RIBBON).NE.0) NRIB = NRIB + 1
IF (iand(FLAG(I),SURFACE).NE.0) NSUR = NSUR + 1
END IF
55 CONTINUE
IF (TYPE(N).EQ.TRIANG) NTRI = NTRI + 1
56 CONTINUE
* Set GLOW to maximum requested by glow light sources and bump up
* ambient contribution to compensate for darkening applied later
AMBIEN = AMBIEN * (1. + GLOWMAX)
*
WRITE(NOISE,*)'-------------------------------'
IF (NSPHERE.NE.0) WRITE(NOISE,57) 'spheres =',NSPHERE
IF (NCYLIND.NE.0) WRITE(NOISE,57) 'cylinders =',NCYLIND
NTRI = NTRI - (NRIB + NSUR)
IF (NPLANES.NE.0) WRITE(NOISE,57) 'planes =',NPLANES
IF (NTRI.NE.0) WRITE(NOISE,57) 'plain triangles =',NTRI
IF (NRIB.NE.0) WRITE(NOISE,57) 'ribbon triangles =',NRIB
IF (NSUR.NE.0) WRITE(NOISE,57) 'surface triangles =',NSUR
IF (NQUADS.NE.0) WRITE(NOISE,57) 'quadric surfaces =',NQUADS
IF (NPROPM.NE.0) WRITE(NOISE,57) 'special materials =',NPROPM
IF (NCLIP.NE.0) WRITE(NOISE,57) 'Z-clipped objects =',NCLIP
IF (NTRANSP.NE.0) WRITE(NOISE,57) 'transparent objs =',NTRANSP
IF (NHIDDEN.NE.0) WRITE(NOISE,57) 'hidden surfaces =',NHIDDEN
IF (NINSIDE.NE.0) WRITE(NOISE,57) 'inside surfaces =',NINSIDE
IF (nbplanes.NE.0) WRITE(NOISE,57)'bounding planes =',nbplanes
WRITE(NOISE,57) 'total objects =',N
WRITE(NOISE,*)'-------------------------------'
IF (NGLOWS.GT.0) WRITE(NOISE,57) 'glow lights =',NGLOWS
IF (LFLAG) THEN
CALL LCLOSE( NLABELS )
WRITE(NOISE,57) 'labels =',NLABELS
WRITE(NOISE,*)'-------------------------------'
ELSEIF (NLABELS.NE.0) THEN
WRITE(NOISE,57) 'labels (ignored) =',NLABELS
WRITE(NOISE,*)'-------------------------------'
ENDIF
57 FORMAT(2X,A,I8)
*
ZSLOP = SLOP * MAX(NPX,NPY)
IF (VERBOSE) THEN
WRITE (NOISE,*) 'ndet =',NDET,' SIZE(DETAIL)=',SIZE(DETAIL)
IF (SHADOW) WRITE (NOISE,*) 'mdet =',MDET,' MAXSDT=',
& SIZE(SDTAIL)
WRITE (NOISE,*) 'EDGESLOP =',EDGESLOP
WRITE (NOISE,*) ' ZSLOP =', ZSLOP
ENDIF
*
*
* Sort objects, fill in "short lists" as indices into main list
* (note that it would lend itself better to "parallel
* processing" to form the short lists first and then
* sort each one - maybe even slightly more efficient in
* the present context!)
DO 60 I = 1, N
K = LIST(I)
CALL ASSERT (K.GE.0,'k<0')
CALL ASSERT (K.LT.NDET,'k>=ndet')
IF (TYPE(I).EQ.TRIANG) THEN
Z1 = DETAIL(K+3)
Z2 = DETAIL(K+6)
Z3 = DETAIL(K+9)
ZTEMP(I) = MAX(Z1,Z2,Z3)
ELSEIF (TYPE(I).EQ.SPHERE) THEN
Z = DETAIL(K+3)
R = DETAIL(K+4)
ZTEMP(I) = Z + R
ELSEIF (TYPE(I).EQ.CYLIND) THEN
* EAM May 1990
Z1 = DETAIL(K+3)
Z2 = DETAIL(K+7)
R1 = DETAIL(K+4)
R2 = DETAIL(K+8)
ZTEMP(I) = MAX(Z1+R1,Z2+R2)
ELSEIF (TYPE(I).EQ.PLANE
& .OR. TYPE(I).EQ.NORMS
& .OR. TYPE(I).EQ.MATERIAL
& .OR. TYPE(I).EQ.VERTRANSP
& .OR. TYPE(I).EQ.VERTEXRGB
& .OR. TYPE(I).EQ.GLOWLIGHT
& .OR. TYPE(I).EQ.INTERNAL) THEN
* EAM Mar 1994 (not sure this is necessary)
ZTEMP(I) = SCALE + 1.0
ELSEIF (TYPE(I).EQ.QUADRIC) THEN
Z = DETAIL(K+3)
R = DETAIL(K+4)
ZTEMP(I) = Z + R
ELSE
CALL ASSERT(.FALSE.,'crash 60')
ENDIF
60 CONTINUE
CALL HSORTD (N, ZTEMP, ZINDEX)
KNTTOT = 0
KNTMAX = 0
DO J = 1, NTY
DO I = 1, NTX
KNTTOT = KNTTOT + KOUNT(I,J)
IF (KOUNT(I,J).GT.KNTMAX) KNTMAX = KOUNT(I,J)
ENDDO
ENDDO
IF (VERBOSE) THEN
write (noise,*) 'max/avg length of short lists=',
& kntmax,(knttot/(ntx*nty))+1
WRITE (NOISE,*) 'knttot=',KNTTOT,' MAXSHR=',SIZE(KSHORT)
ENDIF
*
* Expand array KSHORT
IF ( KNTTOT .GT. SIZE(KSHORT) ) THEN
CALL GET_TRY(SIZE(KSHORT), KNTTOT, TRY1, 1)
DO 970 ITRY = 1,3
if (TRY1(ITRY).LE.0.OR.TRY1(ITRY).GT.MAXMEM) GOTO 970
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 970
TMP1D = KSHORT
CALL MOVE_ALLOC(from=TMP1D, to=KSHORT)
if(TEST_ALLOC)write(NOISE,*)"Expand KSHORT to ",try1(ITRY)
GOTO 972
970 CONTINUE
ENDIF
972 CALL ASSERT (KNTTOT.LE.SIZE(KSHORT),'short list overflow')
K = 0
DO J = 1, NTY
DO I = 1, NTX
KSTART(I,J) = K+1
KSTOP(I,J) = K
K = K + KOUNT(I,J)
ENDDO
ENDDO
C write(NOISE,*)"Set kstart and kstop ",NTX," x ",NTY
CALL ASSERT (K.EQ.KNTTOT,'k.ne.knttot')
DO 90 I = 1, N
IND = ZINDEX(N-I+1)
CALL ASSERT (IND.GE.1,'ind<1')
CALL ASSERT (IND.LE.N,'ind>n')
K = LIST(IND)
CALL ASSERT (K.GE.0,'k<0')
CALL ASSERT (K.LT.NDET,'k>=ndet')
* impingement tests here must be same as above
IF (TYPE(IND).EQ.TRIANG) THEN
X1 = DETAIL(K+1)
Y1 = DETAIL(K+2)
Z1 = DETAIL(K+3)
X2 = DETAIL(K+4)
Y2 = DETAIL(K+5)
Z2 = DETAIL(K+6)
X3 = DETAIL(K+7)
Y3 = DETAIL(K+8)
Z3 = DETAIL(K+9)
IXLO = MIN(X1,X2,X3)/NPX + 1
IXHI = MAX(X1,X2,X3)/NPX + 1
IYLO = MIN(Y1,Y2,Y3)/NPY + 1
IYHI = MAX(Y1,Y2,Y3)/NPY + 1
ELSEIF (TYPE(IND).EQ.SPHERE) THEN
X = DETAIL(K+1)
Y = DETAIL(K+2)
Z = DETAIL(K+3)
R = DETAIL(K+4)
IXLO = (X-R)/NPX + 1
IXHI = (X+R)/NPX + 1
IYLO = (Y-R)/NPY + 1
IYHI = (Y+R)/NPY + 1
ELSEIF (TYPE(IND).EQ.CYLIND) THEN
X1 = DETAIL(K+1)
Y1 = DETAIL(K+2)
Z1 = DETAIL(K+3)
R1 = DETAIL(K+4)
X2 = DETAIL(K+5)
Y2 = DETAIL(K+6)
Z2 = DETAIL(K+7)
R2 = DETAIL(K+8)
IXLO = MIN(X1-R1,X2-R2) / NPX + 1
IXHI = MAX(X1+R1,X2+R2) / NPX + 1
IYLO = MIN(Y1-R1,Y2-R2) / NPY + 1
IYHI = MAX(Y1+R1,Y2+R2) / NPY + 1
ELSEIF (TYPE(IND).EQ.PLANE) THEN
IXLO = 1
IXHI = NTX
IYLO = 1
IYHI = NTY
ELSEIF (TYPE(IND).EQ.NORMS) THEN
GOTO 81
ELSEIF (TYPE(IND).EQ.VERTEXRGB) THEN
GOTO 81
ELSEIF (TYPE(IND).EQ.VERTRANSP) THEN
GOTO 81
ELSEIF (TYPE(IND).EQ.MATERIAL) THEN
GOTO 81
ELSEIF (TYPE(IND).EQ.GLOWLIGHT) THEN
GOTO 81
ELSEIF (TYPE(IND).EQ.QUADRIC) THEN
X = DETAIL(K+1)
Y = DETAIL(K+2)
Z = DETAIL(K+3)
R = DETAIL(K+4)
IXLO = (X-R)/NPX + 1
IXHI = (X+R)/NPX + 1
IYLO = (Y-R)/NPY + 1
IYHI = (Y+R)/NPY + 1
ELSEIF (TYPE(IND).EQ.INTERNAL) THEN
GOTO 81
ELSE
CALL ASSERT(.FALSE.,'crash 80')
ENDIF
IF (IXLO.LT.1 ) IXLO=1
IF (IXLO.GT.NTX) GO TO 81
IF (IXHI.LT.1 ) GO TO 81
IF (IXHI.GT.NTX) IXHI=NTX
IF (IYLO.LT.1 ) IYLO=1
IF (IYLO.GT.NTY) GO TO 81
IF (IYHI.LT.1 ) GO TO 81
IF (IYHI.GT.NTY) IYHI=NTY
DO 80 IY=IYLO,IYHI
DO 80 IX=IXLO,IXHI
KSTOP(IX,IY) = KSTOP(IX,IY) + 1
KSHORT(KSTOP(IX,IY)) = IND
80 CONTINUE
C write(NOISE,*)"Incr kstop ",IXLO,"-",IXHI," x ",IYLO,"-",IYHI,
C & kstart(IXLO,IYLO),kstop(IXLO,IYLO),kount(IXLO,IYLO)
81 CONTINUE
90 CONTINUE
DO 95 J=1,NTY
DO 95 I=1,NTX
K1 = KSTART(I,J)
K2 = KSTOP(I,J)
K3 = KOUNT(I,J)
if(K2-k1.ne.k3-1)then
write(NOISE,*)"*** ERROR IN KOUNT,KSTART,KSTOP"
write(NOISE,*)"I,J=",I,J," start,stop=",K1,K2," kount=",k3
write(NOISE,*)"NTX,Y ",NTX,NTY," kount=",size(kount,1)," x",
& size(kount,2)," stop=",size(kstop,1),size(kstop,2)
C write(NOISE,*)((kstart(III,JJJ),III=1,I),JJJ=1,J)
C write(NOISE,*)((kstop(III,JJJ),III=1,I),JJJ=1,J)
C write(NOISE,*)((kount(III,JJJ),III=1,I),JJJ=1,J)
endif
CALL ASSERT (K2-K1.EQ.K3-1,'k2-k1.ne.kount(i,j)-1')
CALL ASSERT (K1.GE.1.AND.K1.LE.KNTTOT+1,'kstart(i,j)')
CALL ASSERT (K2.GE.0.AND.K2.LE.KNTTOT,'kstop(i,j)')
95 CONTINUE
*
* Do the short list business for shadow space too if required
IF (SHADOW) THEN
DO 160 I = 1, N
K = MIST(I)
CALL ASSERT (K.GE.0,'k.lt.0')
CALL ASSERT (K.LT.MDET,'k.ge.mdet')
IF (TYPE(I).EQ.TRIANG) THEN
Z1 = SDTAIL(K+3)
Z2 = SDTAIL(K+6)
Z3 = SDTAIL(K+9)
ZTEMP(I) = MAX(Z1,Z2,Z3)
ELSEIF (TYPE(I).EQ.SPHERE) THEN
Z = SDTAIL(K+3)
R = SDTAIL(K+4)
ZTEMP(I) = Z + R
ELSEIF (TYPE(I).EQ.CYLIND) THEN
Z1 = SDTAIL(K+3)
Z2 = SDTAIL(K+7)
R1 = SDTAIL(K+4)
R2 = SDTAIL(K+8)
ZTEMP(I) = MAX(Z1+R1,Z2+R2)
ELSEIF (TYPE(I).EQ.PLANE) THEN
* no shadows for plane surface
ELSEIF (TYPE(I).EQ.NORMS) THEN
* and certainly not for normals
ELSEIF (TYPE(I).EQ.VERTEXRGB) THEN
ELSEIF (TYPE(I).EQ.VERTRANSP) THEN
ELSEIF (TYPE(I).EQ.MATERIAL) THEN
* or surface properties
ELSEIF (TYPE(I).EQ.GLOWLIGHT) THEN
* you want a shadow on a light source???
ELSEIF (TYPE(I).EQ.QUADRIC) THEN
Z = SDTAIL(K+3)
R = SDTAIL(K+4)
ZTEMP(I) = Z + R
ELSEIF (TYPE(I).EQ.INTERNAL) THEN
ELSE
CALL ASSERT(.FALSE.,'crash 160')
ENDIF
160 CONTINUE
CALL HSORTD (N, ZTEMP, ZINDEX)
MNTTOT = 0
DO 170 J = 1, NSY
DO 170 I = 1, NSX
MNTTOT = MNTTOT + MOUNT(I,J)
170 CONTINUE
IF (VERBOSE) WRITE (NOISE,*) 'mnttot=',MNTTOT,' MAXSSL=',
& SIZE(MSHORT)
*
* Expand array MSHORT
IF ( MNTTOT .GT. SIZE(MSHORT) ) THEN
CALL GET_TRY(SIZE(MSHORT), MNTTOT, TRY1, 1)
DO 975 ITRY = 1,3
if (TRY1(ITRY).LE.0.OR.TRY1(ITRY).GT.MAXMEM) GOTO 975
ALLOCATE( TMP1D(TRY1(ITRY)), stat=ierr )
if (ierr .NE. 0) GOTO 975
TMP1D = MSHORT
CALL MOVE_ALLOC(from=TMP1D, to=MSHORT)
if(TEST_ALLOC)write(NOISE,*)"Expand MSHORT to ",try1(ITRY)
GOTO 977
975 CONTINUE
ENDIF
977 CALL ASSERT (MNTTOT.LE.SIZE(MSHORT),
& 'shadow short list overflow')
K = 0
DO 175 J = 1, NSY
DO 175 I = 1, NSX
MSTART(I,J) = K+1
MSTOP(I,J) = K
K = K + MOUNT(I,J)
175 CONTINUE
CALL ASSERT (K.EQ.MNTTOT,'k.ne.mnttot')
DO 190 I = 1, N
IND = ZINDEX(N-I+1)
CALL ASSERT (IND.GE.1,'ind.lt.1')
CALL ASSERT (IND.LE.N,'ind.gt.n')
K = MIST(IND)
CALL ASSERT (K.GE.0,'k.lt.0')
CALL ASSERT (K.LT.MDET,'k.ge.mdet')
* impingement tests here must be same as above
IF (TYPE(IND).EQ.TRIANG) THEN
X1 = SDTAIL(K+1)
Y1 = SDTAIL(K+2)
Z1 = SDTAIL(K+3)
X2 = SDTAIL(K+4)
Y2 = SDTAIL(K+5)
Z2 = SDTAIL(K+6)
X3 = SDTAIL(K+7)
Y3 = SDTAIL(K+8)
Z3 = SDTAIL(K+9)
IXLO = MIN(X1,X2,X3)/NPX + 1
IXHI = MAX(X1,X2,X3)/NPX + 1
IYLO = MIN(Y1,Y2,Y3)/NPY + 1
IYHI = MAX(Y1,Y2,Y3)/NPY + 1
ELSEIF (TYPE(IND).EQ.SPHERE) THEN
X = SDTAIL(K+1)
Y = SDTAIL(K+2)
Z = SDTAIL(K+3)
R = SDTAIL(K+4)
IXLO = (X-R)/NPX + 1
IXHI = (X+R)/NPX + 1
IYLO = (Y-R)/NPY + 1
IYHI = (Y+R)/NPY + 1
ELSEIF (TYPE(IND).EQ.CYLIND) THEN
X1 = SDTAIL(K+1)
Y1 = SDTAIL(K+2)
Z1 = SDTAIL(K+3)
R1 = SDTAIL(K+4)
X2 = SDTAIL(K+5)
Y2 = SDTAIL(K+6)
Z2 = SDTAIL(K+7)
R2 = SDTAIL(K+8)
IXLO = MIN(X1-R1,X2-R2) / NPX + 1
IXHI = MAX(X1+R1,X2+R2) / NPX + 1
IYLO = MIN(Y1-R1,Y2-R2) / NPY + 1
IYHI = MAX(Y1+R1,Y2+R2) / NPY + 1
ELSEIF (TYPE(IND).EQ.PLANE) THEN
* no shadows for plane surface
GOTO 181
ELSEIF (TYPE(IND).EQ.NORMS) THEN
GOTO 181
ELSEIF (TYPE(IND).EQ.VERTEXRGB) THEN
GOTO 181
ELSEIF (TYPE(IND).EQ.VERTRANSP) THEN
GOTO 181
ELSEIF (TYPE(IND).EQ.MATERIAL) THEN
GOTO 181
ELSEIF (TYPE(IND).EQ.GLOWLIGHT) THEN
GOTO 181
ELSEIF (TYPE(IND).EQ.QUADRIC) THEN
X = SDTAIL(K+1)
Y = SDTAIL(K+2)
Z = SDTAIL(K+3)
R = SDTAIL(K+4)
IXLO = (X-R)/NPX + 1
IXHI = (X+R)/NPX + 1
IYLO = (Y-R)/NPY + 1
IYHI = (Y+R)/NPY + 1
ELSEIF (TYPE(IND).EQ.INTERNAL) THEN
GOTO 181
ELSE
CALL ASSERT(.FALSE.,'crash 180')
ENDIF
IF (IXLO.LT.1 ) IXLO=1
IF (IXLO.GT.NSX) GO TO 181
IF (IXHI.LT.1 ) GO TO 181
IF (IXHI.GT.NSX) IXHI=NSX
IF (IYLO.LT.1 ) IYLO=1
IF (IYLO.GT.NSY) GO TO 181
IF (IYHI.LT.1 ) GO TO 181
IF (IYHI.GT.NSY) IYHI=NSY
DO 180 IY=IYLO,IYHI
DO 180 IX=IXLO,IXHI
MSTOP(IX,IY) = MSTOP(IX,IY) + 1
MSHORT(MSTOP(IX,IY)) = IND
180 CONTINUE
181 CONTINUE
190 CONTINUE
DO 195 J=1,NSY
DO 195 I=1,NSX
K1 = MSTART(I,J)
K2 = MSTOP(I,J)
K3 = MOUNT(I,J)
CALL ASSERT (K2-K1.EQ.K3-1,'k2-k1.ne.mount(i,j)-1')
CALL ASSERT (K1.GE.1.AND.K1.LE.MNTTOT+1,'mstart(i,j)')
CALL ASSERT (K2.GE.0.AND.K2.LE.MNTTOT,'mstop(i,j)')
195 CONTINUE
ENDIF
*
* Paint the tiles one by one
DO 600 JTILE = 1, NTY
DO 500 ITILE = 1, NTX
* bounds of this tile in pixel space
XLO = (ITILE-1)*NPX
XHI = ITILE*NPX
YLO = (JTILE-1)*NPY
YHI = JTILE*NPY
* initialize tile to background colour
DO 200 J = 1, NPY
DO 200 I = 1, NPX
DO 199 IC = 1, 3
TILE(IC,I,J) = BKGND(IC)
199 CONTINUE
ACHAN(I,J) = 0.0
200 CONTINUE
* test for no objects in tile
IF (KOUNT(ITILE,JTILE).EQ.0) GO TO 400
NTRANSP = TTRANS(ITILE,JTILE) + nvtrans
IJSTART = KSTART(ITILE,JTILE)
IJSTOP = KSTOP(ITILE,JTILE)
* process non-empty tile
DO 300 J = 1, NPY
DO 300 I = 1, NPX
* location of the pixel in pixel space
XP = XLO + 0.5 + (I-1)
YP = YLO + 0.5 + (J-1)
* starting value of "highest z so far"
ZTOP = BACKCLIP
* the index of the object that has it
INDTOP = 0
* index of highest opaque object
ZHIGH = ZTOP
* and number of transparent objects above it
INDEPTH = 0
C Clear parity counter for all BOUNDED materials
IF (NBPLANES.GT.0) THEN
DO M = 1, NPROPM
MPARITY(M) = 0
ENDDO
ENDIF
* find the highest pixel, using the tile's sorted list
C DO 240 IK = KSTART(ITILE,JTILE), KSTOP(ITILE,JTILE)
DO 240 IK = IJSTART, IJSTOP
IND = KSHORT(IK)
K = LIST(IND)
IFLAG = FLAG(IND)
* skip if hidden surface
IF (NHIDDEN.GT.0 .AND. iand(IFLAG,HIDDEN).NE.0) goto 240
* further tests depend on object type
IF (TYPE(IND).EQ.TRIANG) THEN
X1 = DETAIL(K+1)
Y1 = DETAIL(K+2)
Z1 = DETAIL(K+3)
X2 = DETAIL(K+4)
Y2 = DETAIL(K+5)
Z2 = DETAIL(K+6)
X3 = DETAIL(K+7)
Y3 = DETAIL(K+8)
Z3 = DETAIL(K+9)
* cheap check for done pixel
IF (Z1.LT.ZHIGH .AND. Z2.LT.ZHIGH .AND. Z3.LT.ZHIGH)
& GOTO 250
A = DETAIL(K+10)
B = DETAIL(K+11)
C = DETAIL(K+12)
D = DETAIL(K+13)
* skip object if degenerate triangle
IF (D.EQ.0) GO TO 240
* skip object if z not a new high
ZP = A*XP + B*YP + C
IF (ZP.LE.ZHIGH) GO TO 240
* Rigorous test to see if this point is interior to triangle
* NOTE: when lots of triangles are present, the following 3 lines
* account for the largest single chunk of rendering time (>10%)!
S = (X2-X1)*(YP-Y1) - (Y2-Y1)*(XP-X1)
T = (X3-X2)*(YP-Y2) - (Y3-Y2)*(XP-X2)
U = (X1-X3)*(YP-Y3) - (Y1-Y3)*(XP-X3)
IF ( (S.LT.0. .OR. T.LT.0. .OR. U.LT.0.) .AND.
& (S.GT.0. .OR. T.GT.0. .OR. U.GT.0.) ) GO TO 240
* Z-clipped triangles are easy
IF (iand(IFLAG,CLIPPED).NE.0) THEN
MIND = LIST(MLIST(IFLAG/65536))
IF ( ZP.GT.DETAIL(MIND+16)) GOTO 240
IF ( ZP.LT.DETAIL(MIND+17)) GOTO 240
ENDIF
* Use Phong shading for surface and ribbon triangles.
IF (iand(IFLAG,SURFACE+VCOLS+VTRANS).NE.0) THEN
V = (Y3-Y1)*(X2-X1) - (X3-X1)*(Y2-Y1)
W = (XP-X1)*(Y3-Y1) - (YP-Y1)*(X3-X1)
ALPHA = W / V
BETA = S / V
ENDIF
IF (iand(IFLAG,VCOLS+VTRANS).NE.0) THEN
DETAIL(14 + LIST(IND)) = ALPHA
DETAIL(15 + LIST(IND)) = BETA
ENDIF
IF (iand(IFLAG,SURFACE).NE.0) THEN
C CALL ASSERT(TYPE(IND+1).EQ.NORMS,'lost normals')
A1 = DETAIL(1 + LIST(IND+1))
B1 = DETAIL(2 + LIST(IND+1))
C1 = DETAIL(3 + LIST(IND+1))
A2 = DETAIL(4 + LIST(IND+1))
B2 = DETAIL(5 + LIST(IND+1))
C2 = DETAIL(6 + LIST(IND+1))
A3 = DETAIL(7 + LIST(IND+1))
B3 = DETAIL(8 + LIST(IND+1))
C3 = DETAIL(9 + LIST(IND+1))
TEMPNORM(1) = A1 + ALPHA*(A2-A1) + BETA*(A3-A1)
TEMPNORM(2) = B1 + ALPHA*(B2-B1) + BETA*(B3-B1)
TEMPNORM(3) = C1 + ALPHA*(C2-C1) + BETA*(C3-C1)
* For ribbon triangles we take this normal for "middle" vertex,
* normal of previous triangle for "trailing" vertex normal,
* normal of next triangle for "leading" vertex normal.
* Then we use linear interpolation of vertex normals.
ELSE IF (iand(IFLAG,RIBBON).NE.0) THEN
IPREV = IND - 1
INEXT = IND + 1
C CALL ASSERT(TYPE(IPREV).EQ.TRIANG,'lost triangle')
C CALL ASSERT(TYPE(INEXT).EQ.TRIANG,'lost triangle')
V = (Y3-Y1)*(X2-X1) - (X3-X1)*(Y2-Y1)
W = (XP-X1)*(Y3-Y1) - (YP-Y1)*(X3-X1)
ALPHA = W / V
BETA = S / V
AT = DETAIL(10 + LIST(IPREV))
BT = DETAIL(11 + LIST(IPREV))
AL = DETAIL(10 + LIST(INEXT))
BL = DETAIL(11 + LIST(INEXT))
TEMPNORM(1) = -AT -ALPHA*(A-AT) -BETA*(AL-AT)
TEMPNORM(2) = -BT -ALPHA*(B-BT) -BETA*(BL-BT)
TEMPNORM(3) = 1.
ELSE
TEMPNORM(1) = -A
TEMPNORM(2) = -B
TEMPNORM(3) = 1.
END IF
* Check bounding planes.
* This is different for triangles than for other shapes, as we assume
* that each triangle is only a facet of a larger shape that is really
* the 'object' being bounded. This means that rather than checking top
* and bottom surfaces of the current object, we have to search for
* them in other triangle/facets of the same bounded material.
IF (iand(IFLAG,BOUNDED).NE.0) THEN
MAT = IFLAG/65536
M = MLIST(MAT)+1
IF (.NOT.INBOUNDS( M, TYPE, LIST, DETAIL,
& XP,YP,ZP,DX,DY,DZ,ZP, BPIND )) THEN
GOTO 240
ENDIF
c If this surface was above bounding plane, track parity
MIND = LIST(MLIST(MAT))
IF (BPIND.NE.0) THEN
IF (MPARITY(MAT).EQ.0) THEN
MPARITY(MAT) = 1
IF (ZP.LE.ZHIGH) GO TO 240
TEMPNORM(1) = DX
TEMPNORM(2) = DY
TEMPNORM(3) = DZ
CORTEP Very ugly code to force bounding plane colors to be used
CORTEP but only if they are present.
IF ( (BPIND.GT.0)
& .AND.(DETAIL(LIST(BPIND)+9).GE.0.0))
& IND = BPIND
ELSE
MPARITY(MAT) = 0
IF (FLAG(INDTOP)/65536.EQ.MAT) THEN
IF (iand(IFLAG,TRANSP).EQ.0) THEN
INDTOP = 0
ZHIGH = BACKCLIP
ZTOP = BACKCLIP
INDEPTH= 0
ELSE IF (INDEPTH.LE.1) THEN
INDTOP = 0
ZHIGH = BACKCLIP
ZTOP = BACKCLIP
INDEPTH= 0
ELSE
INDEPTH = INDEPTH - 1
DO L = 1, INDEPTH
INDLIST(L) = INDLIST(L+1)
ZLIST(L) = ZLIST(L+1)
NORMLIST(1,L) = NORMLIST(1,L+1)
NORMLIST(2,L) = NORMLIST(2,L+1)
NORMLIST(3,L) = NORMLIST(3,L+1)
ENDDO
ZTOP = ZLIST(1)
ENDIF
ENDIF
GOTO 240
ENDIF
ENDIF
ENDIF
* update values for object having highest z here yet
* 19-Feb-2002 Must wait til here to set NORMAL
NORMAL(1) = TEMPNORM(1)
NORMAL(2) = TEMPNORM(2)
NORMAL(3) = TEMPNORM(3)
IF (NTRANSP.GT.0) THEN
CALL RANK( IND, ZP, NORMAL, FLAG )
ELSE
ZHIGH = ZP
INDTOP = IND
ENDIF
ELSEIF (TYPE(IND).EQ.SPHERE) THEN
X = DETAIL(K+1)
Y = DETAIL(K+2)
Z = DETAIL(K+3)
R = DETAIL(K+4)
* cheap check for done pixel
IF (Z+R.LE.ZHIGH) GO TO 250
* skip object if point exterior
DX = XP-X
DY = YP-Y
DX2 = DX**2
DY2 = DY**2
R2 = R**2
IF (DX2+DY2 .GE. R2) GO TO 240
* skip object if z not a new high
DZ = SQRT(R2-(DX2+DY2))
C Triggered by CLROPT=2
IF (iand(IFLAG,TRANSP).NE.0 .AND.
& iand(IFLAG,INSIDE).NE.0) DZ = -DZ
ZP = Z+DZ
IF (ZP.LE.ZHIGH) GO TO 240
* Check bounding planes.
IF (iand(IFLAG,BOUNDED).NE.0) THEN
ZBACK = Z-DZ
M = MLIST(IFLAG/65536)+1
IF (.NOT.INBOUNDS( M, TYPE, LIST, DETAIL,
& XP,YP,ZP,DX,DY,DZ,ZBACK, BPIND))
& GOTO 240
ENDIF
* Z-clipped spheres aren't too bad
IF (iand(IFLAG,CLIPPED).NE.0) THEN
MIND = LIST(MLIST(IFLAG/65536))
IF (ZP.GT.DETAIL(MIND+16)) THEN
ZP = Z-DZ
IF (ZP.LE.ZHIGH) GOTO 240
IF (ZP.GT.DETAIL(MIND+16)) GOTO 240
DZ = -DZ
ENDIF
IF (ZP.LT.DETAIL(MIND+17)) GOTO 240
ENDIF
* update values for object having highest z here yet
NORMAL(1) = DX
NORMAL(2) = DY
NORMAL(3) = DZ
IF (NTRANSP.GT.0) THEN
CALL RANK( IND, ZP, NORMAL, FLAG )
ELSE
ZHIGH = ZP
INDTOP = IND
ENDIF
ELSEIF (TYPE(IND).EQ.CYLIND) THEN
* EAM May 1990
X1 = DETAIL(K+1)
Y1 = DETAIL(K+2)
Z1 = DETAIL(K+3)
R1 = DETAIL(K+4)
X2 = DETAIL(K+5)
Y2 = DETAIL(K+6)
Z2 = DETAIL(K+7)
R2 = R1
* EAM Mar 1993 with a better understanding of how this works
* add truly cheap test for cylinder entirely below current ZTOP
TEMP1 = MAX(Z1+R1,Z2+R2)
IF (TEMP1 .LE. ZHIGH) GOTO 250
* 2nd (relatively cheap) test
* is to check distance to cylinder axis in projection
IF (X1.EQ.X2 .AND. Y1.EQ.Y2) THEN
TEMP1 = 0.0
ELSE
TEMP1 = ((XP-X1)*(Y2-Y1) - (YP-Y1)*(X2-X1))**2
& / ((X2-X1)*(X2-X1) + (Y2-Y1)*(Y2-Y1))
ENDIF
IF (TEMP1 .GT. R1*R1) GOTO 240
* Now find Z coord in pixel space of point on surface of
* cylinder with these X and Y coords (ZP)
* Also get coords of closest point on cylinder axis (XYZA).
ISCYL = CYLTEST( IFLAG, AXFRAC,
& X1,Y1,Z1, X2,Y2,Z2, XP,YP,ZP, R1, XA,YA,ZA )
IF (.NOT.ISCYL) GO TO 240
* skip object if z not a new high
IF (ZP.LE.ZHIGH) GO TO 240
DX = XP - XA
DY = YP - YA
DZ = ZP - ZA
* Check bounding planes. Unfortunately we have to get the
* back surface first which means dummying up a call to CYLTEST
IF (iand(IFLAG,BOUNDED).NE.0) THEN
ZBACK = ZP
ISCYL = CYLTEST( ior(IFLAG,INSIDE+TRANSP), AXFRAC,
& X1,Y1,Z1, X2,Y2,Z2, XP,YP,ZBACK, R1, XA,YA,ZA)
M = MLIST(IFLAG/65536)+1
IF (.NOT.INBOUNDS( M, TYPE, LIST, DETAIL,
& XP,YP,ZP,DX,DY,DZ,ZBACK, BPIND ))
& GOTO 240
ENDIF
* Z-clipped cylinders are messy
IF (iand(IFLAG,CLIPPED).NE.0) THEN
MIND = LIST(MLIST(IFLAG/65536))
IF (ZP.GT.DETAIL(MIND+16)) THEN
ISCYL = CYLTEST( ior(IFLAG,INSIDE+TRANSP), AXFRAC,
& X1,Y1,Z1, X2,Y2,Z2, XP,YP,ZP, R1, XA,YA,ZA )
IF (ZP.LE.ZHIGH) GOTO 240
IF (ZP.GT.DETAIL(MIND+16)) GOTO 240
ENDIF
IF (ZP.LT.DETAIL(MIND+17)) GOTO 240
DX = XP - XA
DY = YP - YA
DZ = ZP - ZA
ENDIF
NORMAL(1) = DX
NORMAL(2) = DY
NORMAL(3) = DZ
* if explicit vertex colors, need to keep fractional position
IF (iand(IFLAG,ior(VCOLS,VTRANS)).NE.0) DETAIL(K+8) = AXFRAC
* update values for object having highest z here yet
IF (NTRANSP.GT.0) THEN
CALL RANK( IND, ZP, NORMAL, FLAG )
ELSE
ZHIGH = ZP
INDTOP = IND
ENDIF
ELSEIF (TYPE(IND).EQ.PLANE) THEN
A = DETAIL(K+1)
B = DETAIL(K+2)
C = DETAIL(K+3)
D = DETAIL(K+4)
IF (D.EQ.0) GOTO 240
ZP = A*XP + B*YP + C
IF (ZP.LE.ZHIGH) GOTO 240
NORMAL(1) = -A
NORMAL(2) = -B
NORMAL(3) = 1.
IF (NTRANSP.GT.0) THEN
CALL RANK( IND, ZP, NORMAL, FLAG )
ELSE
ZHIGH = ZP
INDTOP = IND
ENDIF
ELSEIF (TYPE(IND).EQ.QUADRIC) THEN
* First do cheap checks against projection of limiting sphere
X = DETAIL(K+1)
Y = DETAIL(K+2)
Z = DETAIL(K+3)
R = DETAIL(K+4)
IF (Z+R.LE.ZHIGH) GO TO 250
DX2 = (XP-X)**2
DY2 = (YP-Y)**2
R2 = R**2
IF (DX2 + DY2 .GE. R2) GO TO 240
* Now find Z coord (ZP) in pixel space of point on quadric surface
* with these X and Y coords
ISQUAD = QTEST( DETAIL(K+1), DETAIL(K+8),
& XP, YP, ZP, QNORM, .FALSE., .FALSE. )
IF (.NOT.ISQUAD) GO TO 240
IF (ZP.LE.ZHIGH) GO TO 240
* Check bounding planes.
IF (iand(IFLAG,BOUNDED).NE.0) THEN
M = MLIST(IFLAG/65536)
IF (DETAIL(LIST(M+1)+1) .EQ. ORTEP) THEN
CALL ORTEPBOUNDS( M+1, TYPE, LIST, DETAIL, XP,YP,ZP,
& QNORM(1),QNORM(2),QNORM(3),ZBACK, BPIND)
CORTEP Very ugly code to force bounding plane colors to be used
CORTEP but only if they are present.
CORTEP An alternative would be to always set IND = BPIND, but
CORTEP check for presence of coloring info later, in which case
CORTEP IND itself needs to be temporarily saved somewhere.
CORTEP Or maybe just cache BPIND now and use it later if non-zero?
IF ( (BPIND.GT.0)
& .AND.(DETAIL(LIST(BPIND)+9).GE.0.0))
& IND = BPIND
ELSE
ISQUAD = QTEST( DETAIL(K+1), DETAIL(K+8),
& XP, YP, ZBACK, QNORM, .FALSE., .TRUE. )
IF (.NOT.INBOUNDS( M+1, TYPE, LIST, DETAIL, XP,YP,ZP,
& QNORM(1),QNORM(2),QNORM(3),ZBACK, BPIND))
& GOTO 240
ENDIF
ENDIF
C Z-clipping of quadric surfaces is encountered more frequently
C than for other object types, as the limiting sphere can also
C cause clipping.
C Check against limiting sphere in 3D
MAYCLIP = .FALSE.
DZ2 = (ZP-Z)**2
IF (DX2+DY2+DZ2 .GT. R2) MAYCLIP = .TRUE.
IF (iand(IFLAG,CLIPPED).NE.0) THEN
MIND = LIST(MLIST(IFLAG/65536))
IF (ZP.GT.DETAIL(MIND+16)) MAYCLIP = .TRUE.
ENDIF
IF (MAYCLIP) THEN
ISQUAD = QTEST( DETAIL(K+1), DETAIL(K+8),
& XP, YP, ZP, QNORM, .FALSE., .TRUE. )
IF (.NOT.ISQUAD) GO TO 240
IF (ZP.LE.ZHIGH) GO TO 240
DZ2 = (ZP-Z)**2
IF (DX2+DY2+DZ2 .GT. R2) GO TO 240
IF (iand(IFLAG,CLIPPED).NE.0) THEN
IF (ZP.GT.DETAIL(MIND+16)) GO TO 240
IF (ZP.LT.DETAIL(MIND+17)) GO TO 240
ENDIF
ENDIF
NORMAL(1) = QNORM(1)
NORMAL(2) = QNORM(2)
NORMAL(3) = QNORM(3)
* update values for object having highest z here yet
IF (NTRANSP.GT.0) THEN
CALL RANK( IND, ZP, NORMAL, FLAG )
ELSE
ZHIGH = ZP
INDTOP = IND
ENDIF
ELSE
CALL ASSERT(.FALSE.,'crash 240')
ENDIF
240 CONTINUE
250 CONTINUE
C Apply background fog here (added 2010)
IF (FOGTYPE .GE. 0) THEN
FOGDIM = FOGGY( FOGLIM(2) - ZTOP )
TILE(1,I,J) = (1.-FOGDIM)*TILE(1,I,J) + FOGDIM*FOGRGB(1)
TILE(2,I,J) = (1.-FOGDIM)*TILE(2,I,J) + FOGDIM*FOGRGB(2)
TILE(3,I,J) = (1.-FOGDIM)*TILE(3,I,J) + FOGDIM*FOGRGB(3)
ENDIF
* Background colour if we never found an object in this line of sight
IF (INDTOP.EQ.0) GO TO 299
C We now know this is not a background pixel so set alpha channel to 1
C Modify later if it turns out the object is transparent
ACHAN(I,J) = 1.0
C Transparency processing revamped Mar 2001
C If the top object is transparent we will have to come back here
C later and do this all again for each object in INDLIST
IF (NTRANSP.NE.0) THEN
C CALL ASSERT(INDEPTH.GT.0,'INDEPTH = 0')
ITPASS = 1
ZHIGH = ZLIST(INDEPTH)
INDTOP = INDLIST(INDEPTH)
NORMAL(1) = NORMLIST(1,INDEPTH)
NORMAL(2) = NORMLIST(2,INDEPTH)
NORMAL(3) = NORMLIST(3,INDEPTH)
RGBLND(1) = BKGND(1)
RGBLND(2) = BKGND(2)
RGBLND(3) = BKGND(3)
ENDIF
* ZP is the "height" of the chosen pixel,
* and indtop tells us which object it came from:
ZTOP = ZHIGH
ZP = ZTOP
255 CONTINUE
C
C Shadowing code - look for objects that shadow the one we just found
C
IF (SHADOW) THEN
* locate pixel in shadow space
* take out object translation & scaling
XT = (XP - XCENT) / SCALE
YT = (YP - YCENT) / SCALE
ZT = ZP / SCALE
* rotate light source position to z axis
XR = SROT(1,1)*XT+SROT(1,2)*YT+SROT(1,3)*ZT
YR = SROT(2,1)*XT+SROT(2,2)*YT+SROT(2,3)*ZT
ZR = SROT(3,1)*XT+SROT(3,2)*YT+SROT(3,3)*ZT
* scale and translate for shadow space
XS = XR * SCALE + SXCENT
YS = YR * SCALE + SYCENT
ZS = ZR * SCALE
* determine appropriate shadow tile
ISTILE = XS/NPX + 1
JSTILE = YS/NPY + 1
* Just to get proper error message
IF (JSTILE.LE.0) JSTILE = NSY + 1 - JSTILE
IF (ISTILE.LE.0) ISTILE = NSX + 1 - ISTILE
IF (JSTILE.GE.NSY) THEN
NSYMAX = MAX(JSTILE,NSYMAX)
INDSTP = 0
GOTO 270
END IF
IF (ISTILE.GE.NSX) THEN
NSXMAX = MAX(ISTILE,NSXMAX)
INDSTP = 0
GOTO 270
END IF
* starting value of "highest shadow space z so far"
* and the index of the object that has it
ZSTOP = 2.0*BACKCLIP
INDSTP = 0
*
DO 260 IK = MSTART(ISTILE,JSTILE), MSTOP(ISTILE,JSTILE)
IND = MSHORT(IK)
IFLAG = FLAG(IND)
* Ignore transparent objects except for the one being shaded
IF (iand(IFLAG,TRANSP).NE.0 .AND. IND.NE.INDTOP) GOTO 260
K = MIST(IND)
IF (TYPE(IND).EQ.TRIANG) THEN
X1 = SDTAIL(K+1)
Y1 = SDTAIL(K+2)
Z1 = SDTAIL(K+3)
X2 = SDTAIL(K+4)
Y2 = SDTAIL(K+5)
Z2 = SDTAIL(K+6)
X3 = SDTAIL(K+7)
Y3 = SDTAIL(K+8)
Z3 = SDTAIL(K+9)
A = SDTAIL(K+10)
B = SDTAIL(K+11)
C = SDTAIL(K+12)
D = SDTAIL(K+13)
* cheap check for done "pixel"
IF (Z1.LT.ZSTOP .AND. Z2.LT.ZSTOP .AND. Z3.LT.ZSTOP)
& GOTO 270
* skip object if degenerate triangle
IF (D.EQ.0) GO TO 260
* skip object if z not a new high
ZTEST = A*XS + B*YS + C
IF (ZTEST.LE.ZSTOP) GO TO 260
* skip object if point exterior
S = (X2-X1)*(YS-Y1)-(Y2-Y1)*(XS-X1)
T = (X3-X2)*(YS-Y2)-(Y3-Y2)*(XS-X2)
U = (X1-X3)*(YS-Y3)-(Y1-Y3)*(XS-X3)
IF ( (S.LT.0. .OR. T.LT.0. .OR. U.LT.0.) .AND.
& (S.GT.0. .OR. T.GT.0. .OR. U.GT.0.) ) GO TO 260
* Check bounding planes
IF (iand(IFLAG,BOUNDED).NE.0) THEN
MAT = IFLAG/65536
M = MLIST(MAT)+1
IF (.NOT.INBOUNDS( M, TYPE, MIST, SDTAIL,
& XS,YS,ZTEST,DX,DY,DZ,ZTEST, BPIND )) THEN
GOTO 260
ENDIF
MIND = MIST(MLIST(MAT))
IF (BPIND.NE.0) THEN
IF (MPARITY(MAT).GE.0) THEN
MPARITY(MAT) = -1
ELSE
MPARITY(MAT) = 0
IF (FLAG(INDSTP)/65536.EQ.MAT) THEN
INDSTP = 0
ZSTOP = 2.*BACKCLIP
ENDIF
GOTO 260
ENDIF
ENDIF
ENDIF
* update values for object having highest z here yet
ZSTOP = ZTEST
INDSTP = IND
ELSEIF (TYPE(IND).EQ.SPHERE) THEN
X = SDTAIL(K+1)
Y = SDTAIL(K+2)
Z = SDTAIL(K+3)
R = SDTAIL(K+4)
* cheap check for done "pixel"
IF (Z+R.LT.ZSTOP) GO TO 270
* skip object if point exterior
DX = XS-X
DY = YS-Y
DX2 = DX**2
DY2 = DY**2
R2 = R**2
IF (DX2+DY2 .GE. R2) GO TO 260
* skip object if z not a new high
DZ = SQRT(R2-(DX2+DY2))
ZTEST = Z+DZ
IF (ZTEST.LE.ZSTOP) GO TO 260
* Check bounding planes.
IF (iand(IFLAG,BOUNDED).NE.0) THEN
ZBACK = Z-DZ
M = MLIST(IFLAG/65536)+1
IF (.NOT.INBOUNDS( M, TYPE, MIST, SDTAIL,
& XS,YS,ZTEST,DX,DY,DZ,ZBACK, BPIND))
& GOTO 260
ENDIF
* update values for object having highest z here yet
ZSTOP = ZTEST
INDSTP = IND
ELSEIF (TYPE(IND).EQ.CYLIND) THEN
* EAM May 1990
X1 = SDTAIL(K+1)
Y1 = SDTAIL(K+2)
Z1 = SDTAIL(K+3)
R1 = SDTAIL(K+4)
X2 = SDTAIL(K+5)
Y2 = SDTAIL(K+6)
Z2 = SDTAIL(K+7)
R2 = R1
* EAM Feb 93 - Test first to see if entire cylinder is below
* current top object in shadow space
IF (MAX( Z1+R1, Z2+R2 ) .LT. ZSTOP) GOTO 270
* Now find Z coord (ZTEST) in pixel space of point on
* surface of cylinder with these X and Y coords
ISCYL = CYLTEST( IFLAG, AXFRAC,
& X1,Y1,Z1, X2,Y2,Z2, XS,YS,ZTEST, R1, XA,YA,ZA )
IF (.NOT.ISCYL) GO TO 260
* skip object if z not a new high
IF (ZTEST.LE.ZSTOP) GO TO 260
* Check bounding planes.
IF (iand(IFLAG,BOUNDED).NE.0) THEN
ISCYL = CYLTEST( ior(IFLAG,INSIDE+TRANSP), AXFRAC,
& X1,Y1,Z1, X2,Y2,Z2, XS,YS,ZBACK, R1, XA,YA,ZA)
M = MLIST(IFLAG/65536)+1
IF (.NOT.INBOUNDS( M, TYPE, MIST, SDTAIL,
& XS,YS,ZTEST,DX,DY,DZ,ZBACK, BPIND ))
& GOTO 260
ENDIF
* update values for object having highest z here yet
ZSTOP = ZTEST
INDSTP = IND
ELSEIF (TYPE(IND).EQ.QUADRIC) THEN
X = SDTAIL(K+1)
Y = SDTAIL(K+2)
Z = SDTAIL(K+3)
R = SDTAIL(K+4)
* cheap check against limiting sphere
IF (Z+R.LT.ZSTOP) GO TO 270
DX = XS-X
DY = YS-Y
R2 = R**2
IF (DX**2 + DY**2 .GE. R2) GO TO 260
* Now find Z coord (ZTEST) in shadow pixel space of point on
* surface with these X and Y coords
ISQUAD = QTEST( SDTAIL(K+1), SDTAIL(K+5),
& XS, YS, ZTEST, QNORM, .TRUE., .FALSE. )
CDEBUG XS, YS, ZTEST, QNORM, .TRUE., .TRUE. )
CDEBUG 16-Dec-1998 I inverted the BACKSIDE = TRUE/FALSE flags from
CDEBUG what they "ought" to be to remove buggy shadows from a test
CDEBUG case parabolic hyperboloid. I don't understand why this would be
CDEBUG necessary, and worry a bit that it breaks something else.
CDEBUG
IF (.NOT.ISQUAD) GO TO 260
* skip object if z not a new high
IF (ZTEST.LE.ZSTOP) GO TO 260
* Check bounding planes.
IF (iand(IFLAG,BOUNDED).NE.0) THEN
M = MLIST(IFLAG/65536)
IF (DETAIL(LIST(M)+1) .EQ. ORTEP) THEN
ISQUAD = QTEST( SDTAIL(K+1), SDTAIL(K+5),
& XS, YS, ZBACK, QNORM, .TRUE., .TRUE. )
IF (.NOT.INBOUNDS(M+1,
& TYPE, MIST, SDTAIL, XS,YS,ZTEST,
& QNORM(1),QNORM(2),QNORM(3),ZBACK, BPIND))
& GOTO 260
ENDIF
ENDIF
* Test against bounding sphere in 3D
* and if surface nearest to light is clipped, check back also
DZ = ZTEST-Z
IF (DX**2 + DY**2 + DZ**2 .GE. R2) THEN
ISQUAD = QTEST( SDTAIL(K+1), SDTAIL(K+5),
& XS, YS, ZTEST, QNORM, .TRUE., .TRUE. )
CDEBUG XS, YS, ZTEST, QNORM, .TRUE., .FALSE. )
IF (.NOT.ISQUAD) GO TO 260
IF (ZTEST.LE.ZSTOP) GO TO 260
DZ = ZTEST - Z
IF (DX**2 + DY**2 + DZ**2 .GE. R2) GO TO 260
ENDIF
* update values for object having highest z here yet
ZSTOP = ZTEST
INDSTP = IND
C No more legal object types; should never happen
ELSE
CALL ASSERT(.FALSE.,'shadow tile error, crash 260')
ENDIF
260 CONTINUE
270 CONTINUE
C End of search for objects that shadow this one
if ((zstop+zslop).lt.zs .and. indstp.ne.0) nslow = nslow + 1
ELSE
ZS = 0.
ZSTOP = 0.
INDSTP = INDTOP
ENDIF
* if roundoff made us miss the object, we are probably
* at a pixel that is very near the edge of the object
* from the point of view of the light source, so just
* treat it as if not in shadow
IF (INDSTP.EQ.0) THEN
ZS = 0.
ZSTOP = 0.
INDSTP = INDTOP
ENDIF
*
* Pick up colours of object to be shaded
*
K = LIST(INDTOP)
IF (TYPE(INDTOP).EQ.TRIANG) THEN
IF (iand(FLAG(INDTOP),VCOLS).NE.0) THEN
ALPHA = DETAIL(K+14)
BETA = DETAIL(K+15)
INEXT = INDTOP + 1
IF ((TYPE(INEXT).EQ.NORMS).OR.(TYPE(INEXT).EQ.VERTRANSP))
& INEXT = INEXT + 1
IF ((TYPE(INEXT).EQ.NORMS).OR.(TYPE(INEXT).EQ.VERTRANSP))
& INEXT = INEXT + 1
K = LIST(INEXT)
CALL ASSERT(TYPE(INEXT).EQ.VERTEXRGB,'lost vertex colors')
RGBCUR(1) = DETAIL(K+1)
& + ALPHA*(DETAIL(K+4)-DETAIL(K+1))
& + BETA*(DETAIL(K+7)-DETAIL(K+1))
RGBCUR(2) = DETAIL(K+2)
& + ALPHA*(DETAIL(K+5)-DETAIL(K+2))
& + BETA*(DETAIL(K+8)-DETAIL(K+2))
RGBCUR(3) = DETAIL(K+3)
& + ALPHA*(DETAIL(K+6)-DETAIL(K+3))
& + BETA*(DETAIL(K+9)-DETAIL(K+3))
ELSE
RGBCUR(1) = DETAIL(K+14)
RGBCUR(2) = DETAIL(K+15)
RGBCUR(3) = DETAIL(K+16)
ENDIF
ELSEIF (TYPE(INDTOP).EQ.SPHERE) THEN
RGBCUR(1) = DETAIL(K+5)
RGBCUR(2) = DETAIL(K+6)
RGBCUR(3) = DETAIL(K+7)
ELSEIF (TYPE(INDTOP).EQ.CYLIND) THEN
IF (iand(FLAG(INDTOP),VCOLS).NE.0) THEN
FRAC = DETAIL(K+8)
INEXT = INDTOP + 1
IF (TYPE(INEXT).EQ.VERTRANSP) INEXT = INEXT + 1
K = LIST(INEXT)
CALL ASSERT(TYPE(INEXT).EQ.VERTEXRGB,'lost vertex colors')
RGBCUR(1) = FRAC*DETAIL(K+4) + (1.-FRAC)*DETAIL(K+1)
RGBCUR(2) = FRAC*DETAIL(K+5) + (1.-FRAC)*DETAIL(K+2)
RGBCUR(3) = FRAC*DETAIL(K+6) + (1.-FRAC)*DETAIL(K+3)
ELSE
RGBCUR(1) = DETAIL(K+9)
RGBCUR(2) = DETAIL(K+10)
RGBCUR(3) = DETAIL(K+11)
ENDIF
* EAM Mar 1993 PLANE is shaded from full colour in foreground
* to half-saturation at horizon
ELSEIF (TYPE(INDTOP).EQ.PLANE) THEN
FADE = (ZP + 3.*SCALE) / (4.*SCALE)
RGBCUR(1) = FADE * DETAIL(K+5) + (1.-FADE) * BKGND(1)
RGBCUR(2) = FADE * DETAIL(K+6) + (1.-FADE) * BKGND(2)
RGBCUR(3) = FADE * DETAIL(K+7) + (1.-FADE) * BKGND(3)
ELSEIF (TYPE(INDTOP).EQ.QUADRIC) THEN
RGBCUR(1) = DETAIL(K+5)
RGBCUR(2) = DETAIL(K+6)
RGBCUR(3) = DETAIL(K+7)
ELSEIF (TYPE(INDTOP).EQ.INTERNAL) THEN
RGBCUR(1) = DETAIL(K+9)
RGBCUR(2) = DETAIL(K+10)
RGBCUR(3) = DETAIL(K+11)
ELSE
WRITE(LINE,*) 'Top object claims to be type',TYPE(INDTOP)
CALL ASSERT(.FALSE.,LINE)
ENDIF
*
* Get shading components.
*
*
* 11-May-1997 As of now, treat negative normal(3) as indicating the
* back side of a material. Default is to shrug and invert the normal.
* Some material have explicit BACKFACE proterties, however.
*
BACKFACE = .FALSE.
IF (NORMAL(3).LE.0) THEN
NORMAL(1) = -NORMAL(1)
NORMAL(2) = -NORMAL(2)
NORMAL(3) = -NORMAL(3)
BACKFACE = .TRUE.
IF (iand(FLAG(INDTOP),PROPS).NE.0) THEN
K = FLAG(INDTOP) / 65536
if(K.le.0)WRITE(NOISE,*)"FLAG(",INDTOP,")=",FLAG(INDTOP)
CALL ASSERT(K.GT.0,'lost material definition')
IF (iand(FLAG(MLIST(K)),INSIDE).NE.0) THEN
K = LIST(MLIST(K))
RGBCUR(1) = DETAIL(K+11)
RGBCUR(2) = DETAIL(K+12)
RGBCUR(3) = DETAIL(K+13)
END IF
END IF
END IF
*
ABSN = SQRT(NORMAL(1)**2 + NORMAL(2)**2 + NORMAL(3)**2)
c CALL ASSERT(ABS(ABSN-1.0).LT.0.02,'>> Abnormal normal')
NL(1) = NORMAL(1) / ABSN
NL(2) = NORMAL(2) / ABSN
NL(3) = NORMAL(3) / ABSN
SDIFF = NL(3) * STRAIT*DIFFUS
SSP = 2.*NL(3)**2 - 1.
* We do the value check like this to avoid floating-point underflows
* in the Phonging. We also save calculation time this way, because
* the 0 case will occur often for reasonably high Phong powers.
* Note that PHOBND**IPHONG should evaluate to the cutoff value
* between significant and insignificant specular contribution.
* The contributions that are actually computed here
* can be smaller by a factor of STRAIT*SPECLR:
IF (SSP.LT.PHOBND .OR. IPHONG.EQ.0) THEN
SSPEC = 0.
ELSE
SSPEC = SSP**IPHONG * STRAIT*SPECLR
ENDIF
LDOTN = SOURCE(1)*NL(1)+SOURCE(2)*NL(2)+SOURCE(3)*NL(3)
IF (LDOTN.LE.0.) THEN
PDIFF = 0.
PSPEC = 0.
PSP = 0.
ELSE
PDIFF = LDOTN * PRIMAR*DIFFUS
PSP = 2.*LDOTN*NL(3) - SOURCE(3)
* Comments as for SSPEC apply, but substitute PRIMAR for STRAIT:
IF (PSP.LT.PHOBND .OR. IPHONG.EQ.0) THEN
PSPEC = 0.
ELSE
PSPEC = PSP**IPHONG * PRIMAR*SPECLR
ENDIF
ENDIF
*
* experience has shown the "spots" on dark objects to be rather
* overpowering, especially by comparison to those on brighter
* objects. hence the specular reflections on dark objects are
* now artificially scaled down by a function which relates
* directly to the "brightness" of the object.
* this makes such objects duller, but their
* colour seems to come through more clearly, and they don't
* appear more specular than the brighter objects.
* the funny coefficients are ntsc:
BRIGHT = 0.2 + 0.8 * SQRT(0.299*RGBCUR(1) +
& 0.587*RGBCUR(2) +
& 0.114*RGBCUR(3))
SSPEC = SSPEC * BRIGHT
PSPEC = PSPEC * BRIGHT
*
* The usual case is white lighting, no transparency
*
SPECOL(1) = 1.0
SPECOL(2) = 1.0
SPECOL(3) = 1.0
SBLEND = 1.0
CLRITY = 0.0
*
* Extra properties make specular highlighting calculation a
* bit more complex. First we have to find the MATERIAL description.
*
IF (iand(FLAG(INDTOP),PROPS).NE.0) THEN
K = FLAG(INDTOP) / 65536
if(K.le.0)then
WRITE(NOISE,*)"FLAG(",INDTOP-1,") =",FLAG(INDTOP-1)
WRITE(NOISE,*)"FLAG(",INDTOP,") =",FLAG(INDTOP)
WRITE(NOISE,*)"FLAG(",INDTOP+1,") =",FLAG(INDTOP+1)
endif
CALL ASSERT(K.GT.0,'lost material definition')
IF (iand(FLAG(MLIST(K)),INSIDE).NE.0 .AND.
& iand(FLAG(INDTOP), INSIDE).NE.0) THEN
K = LIST(MLIST(K))
MPHONG = DETAIL(K+14)
SPECM = DETAIL(K+15)
ELSE
K = LIST(MLIST(K))
MPHONG = DETAIL(K+1)
SPECM = DETAIL(K+2)
ENDIF
SPECOL(1) = DETAIL(K+3)
SPECOL(2) = DETAIL(K+4)
SPECOL(3) = DETAIL(K+5)
IF (SPECOL(1).LT.0) SPECOL(1) = RGBCUR(1)
IF (SPECOL(2).LT.0) SPECOL(2) = RGBCUR(2)
IF (SPECOL(3).LT.0) SPECOL(3) = RGBCUR(3)
CLRITY = DETAIL(K+6)
* not currently used, as MOPT(1)=1 already marked in FLAG,
* but future interpretations of MOPT(1) might need it
CLROPT = DETAIL(K+7)
ENDIF
*
* 20-Feb-2000 Allow per-vertex transparency (obj type 18)
IF (iand(FLAG(INDTOP),VTRANS).NE.0) THEN
IF (TYPE(INDTOP).EQ.CYLIND) THEN
K = LIST(INDTOP)
FRAC = DETAIL(K+8)
INEXT = INDTOP + 1
IF (TYPE(INEXT).EQ.VERTEXRGB) INEXT = INEXT + 1
CALL ASSERT(TYPE(INEXT).EQ.VERTRANSP,'lost vertex transp')
K = LIST(INEXT)
CLRITY = FRAC*DETAIL(K+1) + (1.-FRAC)*DETAIL(K+2)
ELSE IF (TYPE(INDTOP).EQ.TRIANG) THEN
K = LIST(INDTOP)
ALPHA = DETAIL(K+14)
BETA = DETAIL(K+15)
INEXT = INDTOP + 1
IF ((TYPE(INEXT).EQ.VERTEXRGB).OR.(TYPE(INEXT).EQ.NORMS))
& INEXT = INEXT + 1
IF ((TYPE(INEXT).EQ.VERTEXRGB).OR.(TYPE(INEXT).EQ.NORMS))
& INEXT = INEXT + 1
CALL ASSERT(TYPE(INEXT).EQ.VERTRANSP,'lost vertex transp')
K = LIST(INEXT)
CLRITY = DETAIL(K+1)
& + ALPHA * (DETAIL(K+2)-DETAIL(K+1))
& + BETA * (DETAIL(K+3)-DETAIL(K+1))
CALL ASSERT(CLRITY.LE.1 .AND. CLRITY.GE.0.0, 'illegal transp')
ELSE
CALL ASSERT(.FALSE.,'illegal vertex transp')
ENDIF
ENDIF
C
C This is the only computationally intensive code (as opposed to mere
C bookkeeping) involved in rendering transparent objects. The blend
C factor must be some function of the clarity/transparency, but I'm not
C sure exactly what the equation ought to be. The cosine function in
C TRNSPOPT option 0 below was chosen after purely empirical tests of the
C resulting image quality. If your machine bogs down incredibly due to
C the cosine call, then you might prefer to use TRNSPOPT 1 instead.
C Conversely, if you don't mind the extra computation then you could use
C TRNSPOPT 2, which is closer to an ideal model.
C Dec 2010: controlled by OPT(2) in the MATERIAL specification record
C
IF (CLRITY.NE.0) THEN
ZN = ABS(NL(3)) + MODULO(TRNSPOPT,1.0)
SELECT CASE(FLOOR(TRNSPOPT))
CASE DEFAULT ! CASE 0
SBLEND = .25*(1.+COS(3.1416*CLRITY*ZN))**2
CASE (1)
SBLEND = (1. - CLRITY*ZN)**2
CASE (2)
SBLEND = 1.0 - CLRITY ** ( 0.7071 / ZN )
CASE (3)
SBLEND = 1.0 - CLRITY
END SELECT
ENDIF
C
C Final calculation of specular properties of special materials
C
IF (iand(FLAG(INDTOP),PROPS).NE.0) THEN
DIFFM = 1. - (SPECM + AMBIEN)
SDIFF = SDIFF * DIFFM / DIFFUS
PDIFF = PDIFF * DIFFM / DIFFUS
SSPEC = 0.0
PSPEC = 0.0
IF (SSP .GE. PHOBND)
& SSPEC = SSP**MPHONG * STRAIT*SPECM
IF ((PSP .GE. PHOBND) .AND. (LDOTN.GT.0))
& PSPEC = PSP**MPHONG * PRIMAR*SPECM
* de-emphasize highlights from inside surface of transparent objects
* Could use BACKFACE flag instead of INSIDE to catch non-triangles
IF (iand(FLAG(INDTOP),INSIDE).NE.0) THEN
SSPEC = SSPEC * (1.-SPECM)
PSPEC = PSPEC * (1.-SPECM)
ENDIF
END IF
*
* We now return you to your regular processing
*
DO 280 KC = 1, 3
C2ND = SBLEND*RGBCUR(KC)*(AMBIEN+SDIFF) + SSPEC*SPECOL(KC)
CSUN = SBLEND*RGBCUR(KC)*PDIFF + PSPEC*SPECOL(KC)
RGBSHD(KC) = C2ND
RGBFUL(KC) = C2ND + CSUN
280 CONTINUE
C EAM March 1997 - Support additional non-shadowing light sources
C which lie within figure and have a finite range of illumination.
IF (NGLOWS.GT.0) THEN
DO KC = 1,3
RGBSHD(KC) = (1.-GLOWMAX)*RGBSHD(KC)
RGBFUL(KC) = (1.-GLOWMAX)*RGBFUL(KC)
ENDDO
* Recover glow light parameters
DO NG = 1, NGLOWS
IG = LIST(GLOWLIST(NG))
GLOWSRC(1) = DETAIL(IG+1)
GLOWSRC(2) = DETAIL(IG+2)
GLOWSRC(3) = DETAIL(IG+3)
GLOWRAD = DETAIL(IG+4)
GLOW = DETAIL(IG+5)
GOPT = DETAIL(IG+6)
GPHONG = DETAIL(IG+7)
GLOWCOL(1) = DETAIL(IG+8)
GLOWCOL(2) = DETAIL(IG+9)
GLOWCOL(3) = DETAIL(IG+10)
*
GDIST(1) = GLOWSRC(1) - XP
GDIST(2) = GLOWSRC(2) - YP
GDIST(3) = GLOWSRC(3) - ZP
ABSN = SQRT(GDIST(1)**2 + GDIST(2)**2 + GDIST(3)**2)
GDIST(1) = GDIST(1) / ABSN
GDIST(2) = GDIST(2) / ABSN
GDIST(3) = GDIST(3) / ABSN
LDOTN = GDIST(1)*NL(1) + GDIST(2)*NL(2) + GDIST(3)*NL(3)
IF (LDOTN.LE.0) THEN
GDIFF = 0.
GSPEC = 0.
ELSE
C Might want separate diffuse param for glow; (always 1.0?)
C GDIFF = LDOTN * DIFFUS
GDIFF = LDOTN
GSP = 2.*LDOTN*NL(3) - GDIST(3)
IF (GSP.LT.PHOBND .OR. GPHONG.EQ.0) THEN
GSPEC = 0.
ELSE
GSPEC = GSP**GPHONG * SPECLR
ENDIF
ENDIF
C Limit glow effect by some function of ABSN, GLOWRAD
IF (GOPT.EQ.3) THEN
GFADE = MAX( 0., 1. - ABSN/GLOWRAD )
ELSE IF (GOPT.EQ.2) THEN
GFADE = 1./(ABSN/GLOWRAD + 1.)
ELSE IF (GOPT.EQ.1) THEN
GFADE = 1./(ABSN/GLOWRAD + 1.)**2
ELSE
GFADE = MIN( 1., 1./(ABSN/GLOWRAD)**2 )
ENDIF
DO KC = 1,3
C This isn't right for transparent surfaces
CGLO = SBLEND*RGBCUR(KC)*GDIFF + GSPEC
CGLO = GFADE * GLOWCOL(KC) * CGLO
RGBSHD(KC) = RGBSHD(KC) + CGLO
RGBFUL(KC) = RGBFUL(KC) + CGLO
ENDDO
* End of this glow light
ENDDO
ENDIF
*
* That does it for the shading computation.
* ZS should still be a shadow-space co-ordinate of the pixel
* whose shading we were interested in, and zstop should be a
* shadow-space object's co-ordinate no further than that from
* the primary light source (modulo the empirical slop factor).
*
IF (INDTOP.EQ.INDSTP) THEN
TILE(1,I,J) = RGBFUL(1)
TILE(2,I,J) = RGBFUL(2)
TILE(3,I,J) = RGBFUL(3)
ELSE IF (ZS+ZSLOP.GE.ZSTOP) THEN
nzslop = nzslop + 1
TILE(1,I,J) = RGBFUL(1)
TILE(2,I,J) = RGBFUL(2)
TILE(3,I,J) = RGBFUL(3)
ELSE
TILE(1,I,J) = RGBSHD(1)
TILE(2,I,J) = RGBSHD(2)
TILE(3,I,J) = RGBSHD(3)
ENDIF
C
C Fog processing added July 1998; moved into transp. loop 2010.
C Note: Background fog is applied at beginning of this loop.
C Should have glow lights brighten fog?
IF (FOGTYPE .GE. 0) THEN
FOGDIM = FOGGY( FOGLIM(2) - ZP )
TILE(1,I,J) = (1.-FOGDIM)*TILE(1,I,J) + FOGDIM*FOGRGB(1)
TILE(2,I,J) = (1.-FOGDIM)*TILE(2,I,J) + FOGDIM*FOGRGB(2)
TILE(3,I,J) = (1.-FOGDIM)*TILE(3,I,J) + FOGDIM*FOGRGB(3)
ENDIF
C
C Transparency processing totally overhauled Feb 2001
C The first pass is sufficient if top object is opaque.
IF (NTRANSP .EQ. 0) GOTO 299
IF (INDEPTH.EQ.1 .AND. iand(FLAG(INDTOP),TRANSP).EQ.0) GOTO 299
IF (ITPASS.EQ.1) THEN
ACHAN(I,J) = SBLEND
ELSE
ACHAN(I,J) = 1. - (1.-ACHAN(I,J))*(1.-SBLEND)
ENDIF
RGBLND(1) = (1.-SBLEND)*RGBLND(1) + TILE(1,I,J)
RGBLND(2) = (1.-SBLEND)*RGBLND(2) + TILE(2,I,J)
RGBLND(3) = (1.-SBLEND)*RGBLND(3) + TILE(3,I,J)
C CALL ASSERT(ITPASS.LE.INDEPTH,'Ran off end of INDEPTH')
IF (ITPASS.GE.INDEPTH) THEN
TILE(1,I,J) = RGBLND(1)
TILE(2,I,J) = RGBLND(2)
TILE(3,I,J) = RGBLND(3)
ZTOP = ZP
ELSE
ZP = ZLIST(INDEPTH-ITPASS)
INDTOP = INDLIST(INDEPTH-ITPASS)
NORMAL(1) = NORMLIST(1,INDEPTH-ITPASS)
NORMAL(2) = NORMLIST(2,INDEPTH-ITPASS)
NORMAL(3) = NORMLIST(3,INDEPTH-ITPASS)
ITPASS = ITPASS + 1
GOTO 255
ENDIF
C End of transparency processing
C
299 CONTINUE
C
300 CONTINUE
400 CONTINUE
* do tile averaging and save output tile in outbuf
C For now fold schemes 0 and 1 together; later split for efficiency?
IF (SCHEME.LE.1) THEN
K = (ITILE-1)*NOX
DO 420 J = 1, NOY
DO 415 I = 1, NOX
K = K + 1
C CALL ASSERT (K.LE.SIZE(OUTBUF,1),'k>outsiz')
C
DO 410 IC = 1, 3
ICK = 256. * SQRT(TILE(IC,I,J))
IF (ICK.LT.0) ICK = 0
IF (ICK.GT.255) ICK = 255
IF (GAMMACORRECTION) ICK = GAMMA_MAP(ICK+1)
OUTBUF(K,IC) = ICK
410 CONTINUE
C
IF (SCHEME.EQ.0) THEN
ICK = 255. * ACHAN(I,J)
IF (ICK.LT.0) ICK = 0
IF (ICK.GT.255) ICK = 255
OUTBUF(K,4) = ICK
END IF
C
415 CONTINUE
K = K + NOX*(NTX-1)
420 CONTINUE
ELSEIF (SCHEME.EQ.2) THEN
K = (ITILE-1)*NOX
DO 440 J = 1, NOY
DO 435 I = 1, NOX
K = K + 1
DO 430 IC = 1, 3
* I'm not quite convinced by this pixel averaging
* (is a corner worth too much in this setup?):
TMP = (TILE(IC,2*I-1,2*J-1) +
& TILE(IC,2*I ,2*J-1) +
& TILE(IC,2*I-1,2*J ) +
& TILE(IC,2*I ,2*J )) / 4.
ICK = 256. * SQRT(TMP)
IF (ICK.LT.0) ICK = 0
IF (ICK.GT.255) ICK = 255
IF (GAMMACORRECTION) ICK = GAMMA_MAP(ICK+1)
OUTBUF(K,IC) = ICK
430 CONTINUE
435 CONTINUE
K = K + NOX*(NTX-1)
440 CONTINUE
ELSEIF (SCHEME.EQ.3) THEN
NHX = NOX/2
NHY = NOY/2
K = (ITILE-1)*NOX
DO 460 J = 1, NHY
DO 455 I = 1, NHX
DO 450 IC = 1, 3
* Bad pixel averaging?:
TMP1 = (TILE(IC,3*I-2,3*J-2) +
& TILE(IC,3*I-1,3*J-2)/2. +
& TILE(IC,3*I-2,3*J-1)/2. +
& TILE(IC,3*I-1,3*J-1)/4.) / (9./4.)
TMP2 = (TILE(IC,3*I-1,3*J-2)/2. +
& TILE(IC,3*I ,3*J-2) +
& TILE(IC,3*I-1,3*J-1)/4. +
& TILE(IC,3*I ,3*J-1)/2.) / (9./4.)
TMP3 = (TILE(IC,3*I-2,3*J-1)/2. +
& TILE(IC,3*I-1,3*J-1)/4. +
& TILE(IC,3*I-2,3*J ) +
& TILE(IC,3*I-1,3*J )/2.) / (9./4.)
TMP4 = (TILE(IC,3*I-1,3*J-1)/4. +
& TILE(IC,3*I ,3*J-1)/2. +
& TILE(IC,3*I-1,3*J )/2. +
& TILE(IC,3*I ,3*J ) ) / (9./4.)
ICK1 = MIN(MAX(INT(256.*SQRT(TMP1)),0),255)
ICK2 = MIN(MAX(INT(256.*SQRT(TMP2)),0),255)
ICK3 = MIN(MAX(INT(256.*SQRT(TMP3)),0),255)
ICK4 = MIN(MAX(INT(256.*SQRT(TMP4)),0),255)
IF (GAMMACORRECTION) THEN
ICK1 = GAMMA_MAP(ICK1+1)
ICK2 = GAMMA_MAP(ICK2+1)
ICK3 = GAMMA_MAP(ICK3+1)
ICK4 = GAMMA_MAP(ICK4+1)
ENDIF
OUTBUF( K+1,IC) = ICK1
OUTBUF( K+2,IC) = ICK2
OUTBUF(NX+K+1,IC) = ICK3
OUTBUF(NX+K+2,IC) = ICK4
450 CONTINUE
K = K + 2
455 CONTINUE
K = K + NOX*(2*NTX - 1)
460 CONTINUE
ELSE
CALL ASSERT(.FALSE.,'crash 500')
ENDIF
500 CONTINUE
* Ready to write when we have completed a row of tiles
K = 0
DO 550 J=1,NOY
LINOUT = LINOUT + 1
IF (LINOUT.GT.NAY) GOTO 600
IERR = LOCAL(2, OUTBUF(K+1,1), OUTBUF(K+1,2), OUTBUF(K+1,3),
& OUTBUF(K+1,4) )
K = K + NX
C CALL ASSERT (K.LE.SIZE(OUTBUF,1),'k>outsiz')
550 CONTINUE
600 CONTINUE
*
* Report any soft failures
IF ( NSXMAX.GT.0 .OR. NSYMAX.GT.0
& .OR. TRANOVFL.GT.0 ) THEN
WRITE(NOISE,*)' >>> WARNINGS <<<'
END IF
IF (NSXMAX.GT.0) WRITE(NOISE,*)
& ' Possible shadow error NSXMAX=',NSXMAX
IF (NSYMAX.GT.0) WRITE(NOISE,*)
& ' Possible shadow error NSYMAX=',NSYMAX
IF (TRANOVFL.GT.0) WRITE(NOISE,601)
& ' Transparency processing truncated at MAXTRANSP=',
& MAXTRANSP, ' for', TRANOVFL,' pixels'
601 FORMAT(A,I3,A,I10,A)
*
* Debugging information
if (verbose) then
if (nzslop.gt.0) write(noise,*)' NZSLOP failures=',nzslop
if (nslow.gt.0) write(noise,*)' NSLOW failures=',nslow
endif
*
* close up shop
IERR = LOCAL(3)
*
END
SUBROUTINE TRANSF (X,Y,Z)
* Input transformation
COMMON /MATRICES/ XCENT, YCENT, SCALE, EYEPOS, SXCENT, SYCENT,
& TMAT, TINV, TINVT, SROT, SRTINV, SRTINVT
& ,RAFTER, TAFTER
REAL XCENT, YCENT, SCALE, EYEPOS, SXCENT, SYCENT
* Transformation matrix, inverse of transpose, and transposed inverse
REAL TMAT(4,4), TINV(4,4), TINVT(4,4)
* Shortest rotation from light source to +z axis
REAL SROT(4,4), SRTINV(4,4), SRTINVT(4,4)
* Post-hoc transformation on top of original TMAT
REAL RAFTER(4,4), TAFTER(3)
REAL X,Y,Z
REAL G(4),H(4)
H(1) = X*TMAT(1,1) + Y*TMAT(2,1) + Z*TMAT(3,1) + TMAT(4,1)
H(2) = X*TMAT(1,2) + Y*TMAT(2,2) + Z*TMAT(3,2) + TMAT(4,2)
H(3) = X*TMAT(1,3) + Y*TMAT(2,3) + Z*TMAT(3,3) + TMAT(4,3)
H(4) = X*TMAT(1,4) + Y*TMAT(2,4) + Z*TMAT(3,4) + TMAT(4,4)
* Apply post-hoc rotation and translation also
G(1) = RAFTER(1,1)*H(1) + RAFTER(1,2)*H(2) + RAFTER(1,3)*H(3)
& + TAFTER(1)
G(2) = RAFTER(2,1)*H(1) + RAFTER(2,2)*H(2) + RAFTER(2,3)*H(3)
& + TAFTER(2)
G(3) = RAFTER(3,1)*H(1) + RAFTER(3,2)*H(2) + RAFTER(3,3)*H(3)
& + TAFTER(3)
CALL ASSERT (H(4).NE.0.,'infinite vector')
X = G(1) / H(4)
Y = G(2) / H(4)
Z = G(3) / H(4)
RETURN
END
SUBROUTINE ISOLATE( X, Y )
* Expand X and Y coordinates to fill image regardless of aspect ratio
COMMON /OPTIONS/ FONTSCALE, GAMMA, ZOOM, NSCHEME, SHADOWFLAG, XBG,
& NAX, NAY, OTMODE, QUALITY, INVERT, LFLAG
REAL FONTSCALE, GAMMA, ZOOM
INTEGER NSCHEME, SHADOWFLAG, XBG
INTEGER*4 NAX, NAY, OTMODE, QUALITY
LOGICAL*2 INVERT, LFLAG
COMMON /MATRICES/ XCENT, YCENT, SCALE, EYEPOS, SXCENT, SYCENT,
& TMAT, TINV, TINVT, SROT, SRTINV, SRTINVT
& ,RAFTER, TAFTER
REAL XCENT, YCENT, SCALE, EYEPOS, SXCENT, SYCENT
COMMON /NICETIES/ TRULIM, ZLIM, FRONTCLIP, BACKCLIP
& , ISOLATION
REAL TRULIM(3,2), ZLIM(2), FRONTCLIP, BACKCLIP
INTEGER ISOLATION
*
IF (INVERT) Y = -Y
IF (ISOLATION.EQ.2) THEN
ASPECT = XCENT/YCENT
IF (ASPECT.GT.1.0) X = X * ASPECT
IF (ASPECT.LT.1.0) Y = Y / ASPECT
ENDIF
RETURN
END
SUBROUTINE HSORTD (N, A, NDEX)
INTEGER N
REAL A(N)
INTEGER NDEX(N)
*
* this formulation of heapsort is based on n. wirth,
* "algorithms + data structures = programs" (p. 75).
*
* the caller supplies an array, a, containing n elements, and an
* index array with space for n integers.
* a and n are considered "read-only" by the subroutine, but ndex
* is filled by the subroutine with the sequence of indices of a
* that obtain the elements of a in ascending order. this is
* similar to the apl unary "tree" operator. thus a(ndex(1)) is the
* smallest element after the sort, and a(ndex(n)) is the largest.
*
INTEGER L, R, T
DO 10 I = 1, N
10 NDEX(I) = I
L = N/2 + 1
R = N
20 IF (L .LE. 1) GO TO 30
L = L - 1
CALL HSIFTD (N, A, NDEX, L, R)
GO TO 20
30 IF (R .LE. 1) RETURN
T = NDEX(1)
NDEX(1) = NDEX(R)
NDEX(R) = T
R = R - 1
CALL HSIFTD (N, A, NDEX, L, R)
GO TO 30
END
SUBROUTINE HSIFTD (N, A, NDEX, L, R)
* used by hsortd
INTEGER N
REAL A(N)
INTEGER NDEX(N), L, R
INTEGER I, J, X
I = L
J = I + I
X = NDEX(I)
10 IF (J .GT. R) GO TO 20
IF (J .GE. R) GO TO 15
IF (A(NDEX(J)) .LT. A(NDEX(J+1))) J = J + 1
15 IF (A(X) .GE. A(NDEX(J))) GO TO 20
NDEX(I) = NDEX(J)
I = J
J = I + I
GO TO 10
20 NDEX(I) = X
RETURN
END
SUBROUTINE PLANER (X1,Y1,Z1,X2,Y2,Z2,X3,Y3,Z3, A,B,C,D)
IMPLICIT REAL (A-Z)
* solve for coefficients of plane eqn z=ax+by+c
* and yield d=0 in case of degenerate ("edge-on") triangle
D1 = Z1*(Y2-Y3) - Y1*(Z2-Z3) + Z2*Y3-Y2*Z3
D2 = X1*(Z2-Z3) - Z1*(X2-X3) + X2*Z3-Z2*X3
D3 = X1*(Y2*Z3-Z2*Y3) - Y1*(X2*Z3-Z2*X3) + Z1*(X2*Y3-Y2*X3)
D = X1*(Y2-Y3) - Y1*(X2-X3) + X2*Y3-Y2*X3
A = 0.
B = 0.
C = 0.
IF (D.NE.0.) THEN
A = D1/D
B = D2/D
C = D3/D
ENDIF
IF (ABS(A)+ABS(B)+ABS(C).GT.1E10) THEN
D = 0.0
ENDIF
RETURN
END
SUBROUTINE ASSERT (LOGIC, DAMMIT)
LOGICAL LOGIC
CHARACTER*(*) DAMMIT
INTEGER ASSOUT
LOGICAL VERBOSE
COMMON /ASSCOM/ ASSOUT, VERBOSE
SAVE /ASSCOM/
IF (LOGIC) RETURN
WRITE (ASSOUT,*) 'ERROR >>>>>> ',DAMMIT
CALL EXIT(-1)
END
C
C Find Z coord of point on surface of cylinder with known X and Y coords
C cylinder axis is X2 - X1, cylinder radius is R
C Need to find Z coord ZB.
C flag is 0 if cylinder had rounded ends, FLAT if it has flat ends,
C Also find nearest point XYZA on cylinder axis and fraction along it.
C
FUNCTION CYLTEST ( flag, axfrac,
& x1,y1,z1, x2,y2,z2, xb,yb,zb, R, xa,ya,za )
LOGICAL CYLTEST
c implicit NONE
*
* Bit definitions for FLAG array
INTEGER FLAT, RIBBON, SURFACE, PROPS
PARAMETER (FLAT=2, RIBBON=4, SURFACE=8, PROPS=16)
INTEGER TRANSP, HIDDEN, INSIDE, MOPT1
PARAMETER (TRANSP=32, HIDDEN=64, INSIDE=128,MOPT1=256)
INTEGER VCOLS, CLIPPED, VTRANS, BOUNDED
PARAMETER (VCOLS=512, CLIPPED=1024, VTRANS=2048, BOUNDED=4096)
INTEGER TFI
PARAMETER (TFI = TRANSP + INSIDE)
c
INTEGER flag
REAL x1,y1,z1, x2,y2,z2, xb,yb,zb
REAL R
REAL xa,ya,za
c
REAL ca,cb,cg,dx,dy,dz,d2
REAL A0,A1,A2,Q
REAL p1,r2,dx2,dy2
REAL dd1,dd2
c
c start with direction cosines * d2
ca = x2 - x1
cb = y2 - y1
cg = z2 - z1
c
c other useful quantities
c (note: if d2==0 must be degenerate cylinder, really a disk)
r2 = R*R
d2 = ca*ca + cb*cb + cg*cg
dx = xb - x1
dy = yb - y1
dx2 = dx**2
dy2 = dy**2
c
c use these to find coefficients of quadratic equation for ZB
c EAM Jan 1997 test and handle dx-dy=0
if (ca.eq.0. .and. cb.eq.0.) then
if (z2.gt.z1) p1 = 1.0
if (z2.lt.z1) p1 = -1.0
goto 100
end if
c
A0 = (dx*cb - dy*ca)**2 + (dy2 + dx2)*cg*cg - r2*d2
A1 = -2.0 * (dy*cg*cb + dx*ca*cg)
A2 = ca*ca + cb*cb
Q = A1*A1 - 4.0*A0*A2
if (Q .lt. 0) then
C zb = -99999.
cyltest = .false.
return
else
if ( iand(flag,TFI) .eq. TFI) then
dz = (-sqrt(Q) - A1) / (2.0 * A2)
else
dz = ( sqrt(Q) - A1) / (2.0 * A2)
endif
zb = z1 + dz
end if
c
c now find nearest point on cylinder axis
c p1 is fraction along axis from x1 to x2
c 0 < p1 < 1 means point is on wall of cylinder
c
dd1 = dx2 + dy2 + dz*dz
dd2 = (x2-xb)**2 + (y2-yb)**2 + (z2-zb)**2
c
p1 = (dd1 - r2) / d2
if (p1 .le. 0.0) then
p1 = 0.0
else
p1 = sqrt(p1)
end if
c
if ((dd2 .gt. (d2+r2)) .and. (dd2 .gt. dd1)) p1 = -p1
c
if (p1 .ge. 0 .and. p1 .le. 1.0) then
xa = p1*ca + x1
ya = p1*cb + y1
za = p1*cg + z1
cyltest = .true.
return
end if
c
c point is either on end cap, or missed entirely
c
100 continue
if (p1 .ge. 1.0) then
xa = x2
ya = y2
za = z2
dx = xb - x2
dy = yb - y2
dx2 = dx**2
dy2 = dy**2
else if (p1 .le. 0.0) then
xa = x1
ya = y1
za = z1
end if
c
c Rounded cylinder end
if (iand(flag,FLAT) .eq. 0) then
if (dx2+dy2 .gt. r2) then
cyltest = .false.
return
else
if ( iand(flag,TFI) .eq. TFI) then
zb = za - sqrt(r2 - (dx2+dy2))
else
zb = za + sqrt(r2 - (dx2+dy2))
end if
end if
C
C Flat cylinder end
C
else
if (cg .eq. 0.) then
C zb = -99999.
cyltest = .false.
return
endif
zb = (cg*za - ca*dx - cb*dy) / cg
if (dx2 + dy2 + (zb-za)**2 .ge. r2) then
C zb = -99999.
cyltest = .false.
return
endif
if (p1 .ge. 1.0) then
xa = xb - (x2 - x1)
ya = yb - (y2 - y1)
za = zb - (z2 - z1)
else if (p1 .le. 0.0) then
xa = xb - (x1 - x2)
ya = yb - (y1 - y2)
za = zb - (z1 - z2)
endif
end if
c
if (p1.gt.1.0) p1 = 1.0
if (p1.lt.0.0) p1 = 0.0
axfrac = p1
c
cyltest = .true.
return
end
C Bookkeeping for transparency
C 5-Mar-2001
C New version that is not limited to 3-deep transparent objects.
C On exit:
C INDTOP, ZTOP contain the top object so far, and its height
C ZHIGH height of top opaque object
C
subroutine rank( ind, zp, normal, flag )
*
implicit NONE
integer ind
real zp, normal(3)
integer*4 flag(1)
*
integer i,j,k
*
INTEGER ASSOUT
LOGICAL VERBOSE
COMMON /ASSCOM/ ASSOUT, VERBOSE
*
INCLUDE 'parameters.incl'
*
* Support for transparency
COMMON /TRANS/ NTRANSP, INDEPTH, INDTOP, TRANOVFL, ZTOP, ZHIGH,
& INDLIST(MAXTRANSP), ZLIST(MAXTRANSP),
& NORMLIST(3,MAXTRANSP)
INTEGER NTRANSP, INDEPTH, INDTOP, INDLIST, TRANOVFL
REAL ZTOP, ZHIGH, ZLIST, NORMLIST
*
* Bit definitions for FLAG(MAXOBJ) array
INTEGER FLAT, RIBBON, SURFACE, PROPS
PARAMETER (FLAT=2, RIBBON=4, SURFACE=8, PROPS=16)
INTEGER TRANSP, HIDDEN, INSIDE, MOPT1
PARAMETER (TRANSP=32, HIDDEN=64, INSIDE=128,MOPT1=256)
INTEGER VCOLS, CLIPPED, VTRANS, BOUNDED
PARAMETER (VCOLS=512, CLIPPED=1024, VTRANS=2048, BOUNDED=4096)
*
* The MOPT1 flag signals an alternative mode of transparency
if (iand(flag(ind),mopt1).ne.0) goto 400
*
do i = 1, indepth
if (zp.gt.zlist(i)) then
if (iand(flag(ind),transp).eq.0) then
indepth = i
zhigh = zp
goto 345
else
do j = indepth, i, -1
indlist(j+1) = indlist(j)
zlist(j+1) = zlist(j)
normlist(1,j+1)= normlist(1,j)
normlist(2,j+1)= normlist(2,j)
normlist(3,j+1)= normlist(3,j)
enddo
indepth = indepth + 1
goto 344
endif
else if (iand(flag(indlist(i)),TRANSP).eq.0) then
return
endif
enddo
c If the rest of the list is transparent, add this at the end
indepth = indepth + 1
i = indepth
c
344 continue
if (indepth.ge.MAXTRANSP) then
indepth = MAXTRANSP - 1
tranovfl = tranovfl + 1
return
endif
c
345 continue
indlist(i) = ind
zlist(i) = zp
normlist(1,i) = normal(1)
normlist(2,i) = normal(2)
normlist(3,i) = normal(3)
if (iand(flag(ind),transp).eq.0) zhigh = zp
indtop = indlist(1)
ztop = zlist(1)
return
c
c MOPT1 version. Same routine, except this time we have the extra
c overhead of having to check for duplication of material.
400 continue
do i = 1, indepth
if (zp.gt.zlist(i)) then
if (flag(ind)/65536 .eq. flag(indlist(i))/65536) then
goto 345
endif
c Handle case where two MOPT1 surfaces have intervening transp obj
c In this case overwrite the lower MOPT1 surface
do k = i, indepth-1
if (flag(ind)/65536 .eq. flag(indlist(k+1))/65536)
& goto 401
enddo
if (indepth .ge. MAXTRANSP-1) then
tranovfl = tranovfl + 1
else
k = indepth
indepth = indepth + 1
endif
401 continue
do j = k, i, -1
indlist(j+1) = indlist(j)
zlist(j+1) = zlist(j)
normlist(1,j+1)= normlist(1,j)
normlist(2,j+1)= normlist(2,j)
normlist(3,j+1)= normlist(3,j)
enddo
goto 345
else if (iand(flag(indlist(i)),TRANSP).eq.0) then
return
else if (flag(ind)/65536 .eq. flag(indlist(i))/65536) then
return
endif
enddo
c If the rest of the list is transparent, add this at the end
indepth = indepth + 1
i = indepth
goto 344
c
end
c
SUBROUTINE CHKRGB( RED, GRN, BLU, MESSAGE )
REAL RED, GRN, BLU
CHARACTER*(*) MESSAGE
CALL ASSERT (RED.GE.0., MESSAGE)
CALL ASSERT (GRN.GE.0., MESSAGE)
CALL ASSERT (BLU.GE.0., MESSAGE)
CALL ASSERT (RED.LE.1., MESSAGE)
CALL ASSERT (GRN.LE.1., MESSAGE)
CALL ASSERT (BLU.LE.1., MESSAGE)
RETURN
END
FUNCTION FOGGY( DEPTH )
REAL FOGGY, DEPTH
COMMON /FOGCOM/ FOGTYPE,FOGFRONT,FOGBACK,FOGDEN,FOGLIM,FOGRGB
INTEGER FOGTYPE
REAL FOGFRONT, FOGBACK, FOGDEN, FOGLIM(2), FOGRGB(3)
REAL FOGDIM
c
FOGDIM = 0.5
IF (FOGTYPE .EQ. 0)
& FOGDIM = FOGDEN * DEPTH / (FOGLIM(2)-FOGLIM(1))
IF (FOGTYPE .GT. 0)
& FOGDIM = 1. - EXP(-FOGDEN * DEPTH/(FOGLIM(2)-FOGLIM(1)))
FOGDIM = MAX( 0.0, FOGDIM )
FOGDIM = MIN( 1.0, FOGDIM )
FOGGY = FOGDIM
RETURN
END
FUNCTION DET( A )
REAL DET, A(4,4)
DET = A(1,1)*A(2,2)*A(3,3) + A(1,2)*A(2,3)*A(3,1)
& + A(2,1)*A(3,2)*A(1,3) - A(1,1)*A(2,3)*A(3,2)
& - A(3,3)*A(1,2)*A(2,1) - A(1,3)*A(2,2)*A(3,1)
RETURN
END
subroutine liblookup( name, fullname )
c
character*(*) name
character*132 fullname
character*132 R3DLIB
c
call getenv('R3D_LIB',R3DLIB)
c
fullname = ' '
len = 0
do i = 1, 132
if (R3DLIB(i:i).ne.' ') len = i
enddo
if (len.eq.0) then
fullname = name
return
else
fullname(1:len) = R3DLIB(1:len)
fullname(len+1:len+1) = '/'
j = len+2
endif
c
len = 0
100 continue
len = len + 1
if (name(len:len).ne.' ') goto 100
len = len - 1
c
fullname(j:j+len-1) = name(1:len)
len = j+len-1
c
return
end
C EAM - 21 Feb 2001 Version 2.6
C Test for bounding planes
C Returns .FALSE. if the point does not have to be rendered
C .TRUE. if the point is to be rendered, in which case
C ZP, DX, DY, DZ have been updated if on bounding plane
C ZP = height of point being rendered
C DX,DY,DZ = surface normal at point (XP,YP,ZP)
C BPIND is the object number of the bounding plane
C or 0 if the bounding planes don't trigger
C
FUNCTION INBOUNDS( MAT, TYPE, LIST, DETAIL,
& XP,YP,ZP, DX,DY,DZ, ZBACK, BPIND )
IMPLICIT NONE
LOGICAL INBOUNDS
INTEGER MAT, M, TYPE(1), LIST(1), BPIND
REAL DETAIL(1), XP,YP,ZP, DX,DY,DZ, ZBACK
c
c Object type used for bounding planes (may change)
INTEGER INTERNAL
PARAMETER (INTERNAL = 4)
c
REAL BPLANE(3), BPNORM(3)
REAL XN,YN,ZN, TEMP
INTEGER MIND
LOGICAL TESTBACK
c
INBOUNDS = .FALSE.
BPIND = 0
TESTBACK = (ZBACK.NE.ZP)
M = MAT
DO WHILE (TYPE(M).EQ.INTERNAL)
MIND = LIST(M)
BPLANE(1) = DETAIL(MIND+3)
BPLANE(2) = DETAIL(MIND+4)
BPLANE(3) = DETAIL(MIND+5)
BPNORM(1) = DETAIL(MIND+6)
BPNORM(2) = DETAIL(MIND+7)
BPNORM(3) = DETAIL(MIND+8)
XN = XP - BPLANE(1)
YN = YP - BPLANE(2)
ZN = ZP - BPLANE(3)
TEMP = XN*BPNORM(1) + YN*BPNORM(2) + ZN*BPNORM(3)
IF (TEMP.GT.0) THEN
IF (TESTBACK) THEN
ZP = ZBACK
ZN = ZP - BPLANE(3)
TEMP = XN*BPNORM(1) + YN*BPNORM(2) + ZN*BPNORM(3)
IF (TEMP.GT.0) RETURN
ENDIF
DX = BPNORM(1)
DY = BPNORM(2)
DZ = BPNORM(3)
ZP = (XN*DX + YN*DY) / (-DZ) + BPLANE(3)
BPIND = M
ENDIF
M = M + 1
ENDDO
INBOUNDS = .TRUE.
RETURN
END
C
C Equivalent test for bounding planes in ORTEP mode (only the octant clipped
C by all three bounding planes is removed). Only intended for ellipsoids.
C This tests the AND (rather than the OR) of multiple bounding planes.
C
SUBROUTINE ORTEPBOUNDS( MAT, TYPE, LIST, DETAIL,
& XP,YP,ZP, DX,DY,DZ, ZBACK, BPIND )
IMPLICIT NONE
INTEGER MAT, M, TYPE(1), LIST(1), BPIND
REAL DETAIL(1), XP,YP,ZP, DX,DY,DZ, ZBACK
c
c Object type used for bounding planes (may change)
INTEGER INTERNAL
PARAMETER (INTERNAL = 4)
c
REAL BPLANE(3), BPNORM(3)
REAL XN,YN,ZN, TEMP, ZMAX, DXMAX, DYMAX, DZMAX
INTEGER MIND
c
M = MAT
ZMAX = -1.E10
DXMAX = DX
DYMAX = DY
DZMAX = DZ
DO WHILE (TYPE(M).EQ.INTERNAL)
MIND = LIST(M)
BPLANE(1) = DETAIL(MIND+3)
BPLANE(2) = DETAIL(MIND+4)
BPLANE(3) = DETAIL(MIND+5)
BPNORM(1) = DETAIL(MIND+6)
BPNORM(2) = DETAIL(MIND+7)
BPNORM(3) = DETAIL(MIND+8)
XN = XP - BPLANE(1)
YN = YP - BPLANE(2)
ZN = ZP - BPLANE(3)
TEMP = XN*BPNORM(1) + YN*BPNORM(2) + ZN*BPNORM(3)
IF (TEMP.LT.0) THEN
BPIND = 0
RETURN
ENDIF
TEMP = (XN*BPNORM(1)+YN*BPNORM(2)) / (-BPNORM(3)) + BPLANE(3)
IF (TEMP.GT.ZMAX) THEN
ZMAX = TEMP
DXMAX = BPNORM(1)
DYMAX = BPNORM(2)
DZMAX = BPNORM(3)
BPIND = M
ENDIF
M = M + 1
ENDDO
ZP = ZMAX
DX = DXMAX
DY = DYMAX
DZ = DZMAX
CALL ASSERT(DZ.GT.0,'ORTEP bounds incorrectly initialized')
RETURN
END
SUBROUTINE GET_TRY(NOLD, NNEW, TRY, DIMENS)
*
* NOLD = old memory allocation
* NNEW = new memory allocation needed
* TRY = new memory allocations beyond that needed to be attempted,
* so that we don't have to expand the array too often.
* DIMENS = number of dimensions to be expanded (1 to 3)
*
* For DIMENS=1: if the new allocation is less than twice the old
* try to double the old allocation; otherwise add 50% to the new.
* If that fails, add 50% to the old or 25% of the new;
* If that fails, just try the new, then give up.
*
* For DIMENS = 2, expand by the square root of 2, 1.5 or 1.25
* for the same effect on total memory in 2-D arrays where bot
* dimensions are expanded.
* For DIMENS = 3 (not currently used) use the cube root.
*
INTEGER NOLD, NNEW, TRY(3), N, DIMENS
REAL RATIO(3, 3)
DATA RATIO / 2.0, 1.5, 1.25,
& 1.41, 1.22, 1.12,
& 1.26, 1.14, 1.07 /
N = INT( FLOAT(NOLD) * RATIO(1, DIMENS) )
if (NNEW.LT.N) THEN
TRY(1) = N
N = INT( FLOAT(NOLD) * RATIO(2, DIMENS) )
if (NNEW.LT.N) THEN
TRY(2) = N
else
TRY(2) = INT( FLOAT(NNEW) * RATIO(3, DIMENS) )
ENDIF
else
TRY(1) = INT( FLOAT(NNEW) * RATIO(2, DIMENS) )
TRY(2) = INT( FLOAT(NNEW) * RATIO(3, DIMENS) )
endif
TRY(3) = NNEW
RETURN
END
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