Author: | Tuomas J. Lukka |
---|---|
Last-Modified: | 2002-12-19 |
Revision: | 1.3 |
Status: | Incomplete |
Re: recent discussion on gzz-dev, we need a general API for specifying polygons in the Java level, and then transforming and dicing them for non-linear coordinate systems on the OpenGL level.
How much overhead is acceptable / achievable on a single triangle?
- If there's a single CallGL list, more overhead is acceptable than if there are none
What level of reusability of diced+transformed vertices do we want? Possibilities:
- Dicing for only one use, with one set of parameters: corresponds to one glBegin/glEnd pair
- Dicing for several passes simultaneously, with CallGL inbetween. Corresponds to a single renderable.
- Dicing for several renderables in the same coordsys. Useful for e.g. rendering pass A, rendering a different renderable between and then rendering pass B. This is the most complete operation but difficult to implement
This choice will determine the final efficiency.
RESOLVED: 2) above. 3) is too complicated and seldom used for now, but 1) is too limited. 2) is a reasonable compromise and still straightforward to implement.
Should we do "skinning" at the same time, i.e., should more than one coordsys be supported?
RESOLVED: yes. This is the ideal place to allow that in a unified way.
How should this interact with liblines? Drawing lines as an edge to a transformed polygon would be nice.
RESOLVED: Yes, we should do that. However, it gets a little tricky: to avoid cracks, the line should be diced like the polygon edge. However, it should not be transformed, unless explicitly requested by the user: liblines should do the transformation and the rest itself.
Should structured meshes be allowed?
RESOLVED: maybe later. The idea is to cache the Diceable objects so they can structure themselves as desired, without much performance overhead.
Should we support the OpenGL primitives TRIANGLE_STRIP, etc.?
RESOLVED: At first, no. Later, at a Java interface level. Even later, in the renderable interface, since those primitives don't really help when dicing. It could be a little help when rendering undiced but we'll have to see.
Currently there's a lot of code in Java using the OpenGL transformation pipeline by using CallGL code such as
Begin QUAD_STRIP Vertex 0.5 1 1000 Vertex 0.5 -1 1000 Vertex -1 1 1000 Vertex -1 -1 1000 End
to draw something. This is not good, since the transformation pipeline may contain non-linear transformations and these commands will not be correctly transformed since the non-linear transformations cannot be implemented as OpenGL transformations matrices.
It would, of course, be possible to use vertex programs on architectures where those are available, but this does not really help much, since the non-linear transformation can take the above rectangle to a shape with curved edges --- the transformation would be inaccurate anyway.
Currently, this problem is solved in PaperQuad by dicing the rectangle appropriately before transformation. However, the trivial generalization of this solution --- having a renderable for each of the polygonal things we want to render in OpenGL --- is unreasonable.
We need a general way to specify polygons and texture coordinates (and other attributes) to be diced. At the same time, we can solve the other problem: it has not been possible to create polygonal data to be rendered depending on more than one coordinate system, e.g. connections.
A new renderable, DiceableMesh, containing
A set of indexed vertices, each containing
- vertex location
- possibly other vertex data: texture coordinates, normal, etc.
A set of lines and polygons as an unstructured mesh between the vertices
A vector of CallGL codes
A vector of primitive sets:
- whether the primitive set is GL line or libline line or GL triangle
- the vector of vertex indices of the primitives
center and radius of nonlinearity query
When rendering and dicing, all vertex attributes are interpolated linearly.