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IRIS Performer™
Programmer’s Guide

Document Number 007-1680-040

CONTRIBUTORS
Written by George Eckel
Edited by Steven Hiatt
Illustrated by Dany Galgani
Production by Derrald Vogt and Linda Rae Sande
Engineering contributions by Sharon Clay, Brad Grantham, Don Hatch, Jim Helman, Michael
Jones, Martin McDonald, John Rohlf, Allan Schaffer, Chris Tanner, Jenny Zhao, Yair Kurzion,
and Tom McReynolds
© Copyright 1995 -1997 Silicon Graphics, Inc.— All Rights Reserved
This document contains proprietary and confidential information of Silicon Graphics, Inc. The
contents of this document may not be disclosed to third parties, copied, or duplicated in any
form, in whole or in part, without the prior written permission of Silicon Graphics, Inc.
RESTRICTED RIGHTS LEGEND
Use, duplication, or disclosure of the technical data contained in this document by the
Government is subject to restrictions as set forth in subdivision (c) (1) (ii) of the Rights in
Technical Data and Computer Software clause at DFARS 52.227-7013 and/or in similar or
successor clauses in the FAR, or in the DOD or NASA FAR Supplement. Unpublished rights
reserved under the Copyright Laws of the United States. Contractor/manufacturer is Silicon
Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
Indigo, Indy, IRIS, IRIS Indigo, ImageVision Library, Onyx, OpenGL, Silicon Graphics, and the
Silicon Graphics logo are registered trademarks and Crimson, Elan Graphics,
Geometry Pipeline, Indigo Elan, Indigo2, IRIS GL, IRIS Graphics Library, IRIS InSight,
IRIS Inventor, IRIS Performer, IRIX, Personal IRIS, POWER Series, Performance Co-Pilot,
RealityEngine, RealityEngine2, and Showcase are trademarks of Silicon Graphics, Inc.
AutoCAD is a registered trademark of Autodesk, Inc. DrAW Computing Associates is a
trademark of DrAW Computing Associates. Netscape is a trademark of Netscape
Communications Corp. Motif is a registered trademark of Open Software Foundation.
WindView is a trademark of Wind River Systems. X Window System is a trademark of
Massachusetts Institute of Technology.
Many of the techniques and methods disclosed in this Programmer’s Guide are covered by
patents held by Silicon Graphics including U.S. Patent Nos. 5,051,737; 5,369,739; 5,438,654;
5,394,170; 5,528,737; 5,528,738; 5,581,680; 5,471,572 and patent applications pending.
We encourage you to use these features in your IRIS Performer application on Silicon Graphics
systems.
This functionality and IRIS Performer are not available for re-implementation and distribution
on other platforms without the explicit permission of Silicon Graphics.

IRIS Performer™ Programmer’s Guide
Document Number 007-1680-040

Contents

List of Examples xix
Figures

xxiii

List of Tables xxvii
About This Guide xxxi
Why Use IRIS Performer? xxxi
What You Should Know Before Reading This Guide xxxii
Internet and Hard Copy Reading for the Performer Series xxxii
How to Use This Guide xxxiv
What This Guide Contains xxxiv
Sample Applications xxxv
Conventions xxxvi
Bibliography xxxvi
X, Xt, IRIS IM, and Window Systems xxxviii
Visual Simulation xxxix
Mathematics of Flight Simulation xxxix
Virtual Reality xxxix
Geometric Reasoning xl
Conference Proceedings xl
Survey Articles in Magazines xli
1.

IRIS Performer Programming Interface
General Naming Conventions 3
Prefixes 3
Header Files 4
Naming in C and C++ 4
Abbreviations 4
Macros, Tokens, and Enums 5

3

iii

Contents

Class API 5
Object Creation 5
Set Routines 6
Get Routines 6
Action Routines 7
Enable and Disable of Modes 7
Mode, Attribute, or Value 7
Base Classes 8
Inheritance Graph 9
Libpr and Libpf Objects 11
User Data 11
pfDelete() and Reference Counting 12
Copying Objects with pfCopy() 16
Printing Objects with pfPrint() 17
Determining Object Type 18
2.

iv

Setting Up the Display Environment 23
Using Pipes 25
The Functional Stages of a Pipeline 25
Creating and Configuring a pfPipe 27
Example of pfPipe Use 29
Using Channels 30
Creating and Configuring a pfChannel 31
Setting Up a Scene 31
Setting Up a Viewport 32
Setting Up a Viewing Frustum 32
Setting Up a Viewpoint 34
Example of Channel Use 36
Controlling the Video Output 39
Using Multiple Channels 40
One Window per Pipe, Multiple Channels per Window
Using Channel Groups 44
Multiple Channels and Multiple Windows 48

40

Contents

3.

Nodes and Node Types 51
Nodes 51
Attribute Inheritance 51
pfNode 53
pfGroup 55
Working With Nodes 58
Instancing 58
Bounding Volumes 61
Node Types 63
pfScene Nodes 63
pfSCS Nodes 64
pfDCS Nodes 64
pfFCS Nodes 65
pfSwitch Nodes 66
pfSequence Nodes 66
pfLOD Nodes 69
pfASD Nodes 69
pfLayer Nodes 69
pfGeode Nodes 71
pfText Nodes 72
pfBillboard Nodes 74
pfPartition Nodes 77
Sample Program 79

4.

Database Traversal 85
Scene Graph Hierarchy 87
Database Traversals 87
State Inheritance 88
Database Organization 88
Application Traversal 89

v

Contents

Cull Traversal 90
Traversal Order 90
Visibility Culling 91
Organizing a Database for Efficient Culling 94
Sorting the Scene 97
Paths Through the Scene Graph 99
Draw Traversal 100
Controlling and Customizing Traversals 100
pfChannel Traversal Modes 100
pfNode Draw Mask 101
pfNode Cull and Draw Callbacks 102
Process Callbacks 105
Process Callbacks and Passthrough Data 107
Intersection Traversal 109
Testing Line Segment Intersections 110
Intersection Requests: pfSegSets 110
Intersection Return Data: pfHit Objects 111
Intersection Masks 112
Discriminator Callbacks 114
Line Segment Clipping 114
Traversing Special Nodes 115
Picking 115
Performance 115
Intersection Methods for Segments 116
5.

vi

Frame and Load Control 121
Frame-Rate Management 121
Selecting the Frame Rate 122
Achieving the Frame Rate 122
Fixing the Frame Rate 123

Contents

Maintaining Frame Rate Using Dynamic Video Resolution 128
The Channel in DVR 129
DVR Scaling 129
Customizing DVR 130
Understanding the Stress Filter 131
Level-of-Detail Management 132
Level-of-Detail Models 133
Level of Detail States 136
Level-of-Detail Range Processing 138
Level-of-Detail Transition Blending 141
Terrain Level of Detail 143
Dynamic Load Management 144
Successful Multiprocessing With IRIS Performer 147
Review of Rendering Stages 147
Choosing a Multiprocessing Model 148
Asynchronous Database Processing 153
Rules for Invoking Functions While Multiprocessing 155
Multiprocessing and Memory 158
Shared Memory and pfInit() 159
pfDataPools 160
Passthrough Data 160
6.

Creating Visual Effects 165
Using pfEarthSky 165
Atmospheric Effects 166

7.

Importing Databases 173
Overview of IRIS Performer Database Creation and Conversion 173
libpfdu - Utilities for Creation of Efficient IRIS Performer Run-Time Structures
pfdLoadFile - Loading Arbitrary Databases into IRIS Performer 175
Database Loading Details 177

174

vii

Contents

Developing Custom Importers 180
Structure and Interpretation of the Database File Format 180
Scene Graph Creation using Nodes as defined in libpf 181
Defining Geometry and Graphics State for libpr 181
Creation of a IRIS Performer Database Converter using libpfdu 182
Maximizing Database Loading and Paging Performance with PFB and PFI Formats 192
pfconv 192
pficonv 193
Supported Database Formats 193
Description of Supported Formats 195
AutoDesk 3DS Format 195
Silicon Graphics BIN Format 196
Side Effects POLY Format 197
Brigham Young University BYU Format 199
Optimizer CSB Format 200
Virtual Cliptexture CT Loader 200
Designer’s Workbench DWB Format 200
AutoCAD DXF Format 201
MultiGen OpenFlight Format 203
McDonnell-Douglas GDS Format 205
Silicon Graphics GFO Format 205
Silicon Graphics IM Format 207
AAI/Graphicon IRTP Format 208
Silicon Graphics Open Inventor Format 208
Lightscape Technologies LSA and LSB Formats 210
Medit Productions MEDIT Format 213
NFF Neutral File Format 214
Wavefront Technology OBJ Format 216
Silicon Graphics PFB Format 217
Silicon Graphics PFI Format 218
Silicon Graphics PHD Format 219
Silicon Graphics PTU Format 221
USNA Standard Graphics Format 223

viii

Contents

Silicon Graphics SGO Format 224
USNA Simple Polygon File Format 227
Sierpinski Sponge Loader 228
Star Chart Format 228
3D Lithography STL Format 229
SuperViewer SV Format 230
Geometry Center Triangle Format 234
UNC Walkthrough Format 234
WRL Format 235
Database Operators with Pseudo Loaders 235
8.

Geometry 239
Geometry Sets 239
Primitive Types 241
pfGeoSet Draw Mode 242
Primitive Connectivity 244
Attributes 246
Attribute Bindings 248
Indexed Arrays 249
pfGeoSet Operations 251
3D Text 251
pfFont 251
pfString 253

ix

Contents

9.

10.

x

Graphics State 259
Immediate Mode 259
Rendering Modes 261
Rendering Values 266
Enable / Disable 266
Rendering Attributes 267
Graphics Library Matrix Routines
Sprite Transformations 283
Display Lists 285
State Management 286
State Override 287
pfGeoState 288

283

ClipTextures 297
Overview 298
Cliptexture Levels 299
Cliptexture Assumptions 300
Image Cache 301
Toroidal Loading 304
Updating the Clipcenter 306
Virtual Cliptextures 307
Cliptexture Support Requirements 308
Special Features 308
How Cliptextures Interact with the Rest of the System
Cliptexture Support in IRIS Performer 310
Cliptexture Manipulation 311
Cliptexture API 313
Preprocessing ClipTextures 313
Building a MIPmap 314
Formatting Image Data 315
Tiling an Image 315
Cliptexture Configuration 316

309

Contents

Configuration API 317
libpr Functionality 317
Configuration Utilities 321
Configuration Files 323
Post-Scene Graph Load Configuration 339
MPClipTextures 339
pfMPClipTexture Utilities 341
Using Cliptextures with Multiple Pipes 344
Texture Memory and Hardware Support Checking 347
Manipulating Cliptextures 347
Cliptexture Load Control 348
Invalidating Cliptextures 353
Virtual ClipTextures 353
Custom Read Functions 360
Using Cliptextures 361
Cliptexture Insets 361
Estimating Cliptexture Memory Usage 365
Using Cliptextures in Multipipe Applications 369
Virtualizing Cliptextures 371
Customizing Load Control 371
Custom Read Functions 372
Cliptexture Sample Code 373
11.

Windows 377
pfWindows for both OpenGL and IRIS GL 377
Creating a pfWindow 378
Configuring the Framebuffer of a pfWindow 381
pfWindows and GL Windows 384
Manipulating a pfWindow 385
Alternate Framebuffer Configuration Windows 387
Window Share Groups 388
Synchronization of Swapbuffers for Multiple Windows
Communicating with the Window System 389
More pfWindow Examples 389

388

xi

Contents

xii

12.

pfPipeWindows and pfPipeVideoChannels 395
Using pfPipeWindows 395
Creating, Configuring and Opening pfPipeWindow 395
pfPipeWindows in Action 406
Controlling Video Displays 408
Creating a pfPipeVideoChannel 409
Multiple pfPipeVideoChannels in a pfPipeWindow 410
Configuring a pfPipeVideoChannel 411
Use pfPipeVideoChannels to Control Frame Rate 411

13.

Managing Nongraphic System Tasks 415
Handling Queues 415
Multiprocessing 416
Queue Contents 416
Adding or Retrieving Elements 416
pfQueue Modes 418
Running the Sort Process on a Different CPU
High-Resolution Clocks 422
Video Refresh Counter (VClock) 423
Memory Allocation 423
Allocating Memory With pfMalloc() 424
Shared Arenas 425
Allocating Locks and Semaphores 426
Datapools 426
CycleBuffers 427
Asynchronous I/O 429
Error-Handling and Notification 430
File Search Paths 431

422

Contents

14.

Dynamic Data 435
pfFlux 435
Creating and Deleting a pfFlux 435
Initializing the Buffers 436
pfFlux Buffers 437
Coordinating pfFlux and Connected pfEngines 439
Synchronized Flux Evaluation 441
Fluxed Geosets 442
Fluxed Coordinate Systems 444
Replacing pfCycleBuffer With pfFlux 445
pfEngine 446
Creating and Deleting Engines 447
Setting Engine Types and Modes 448
For an example of animation using a user-defined engine, see user_engine.C in
sample/pguide/libpf/C++. 454
Setting Engine Sources and Destinations 454
Setting Engine Masks 455
Setting Engine Iterations 455
Setting Engine Ranges 455
Evaluating pfEngines 455
Animating a Geometry 456

15.

Active Surface Definition 461
Overview 461
Using ASD 463
LOD Reduction 463
Hierarchical Structure 464
ASD Solution Flow Chart 466
A Very Simple ASD 467
Morphing Vector 468
A Very Complex ASD 469
ASD Elements 469
Vertices 470
Evaluation Function 472

xiii

Contents

Data Structures 473
Triangle Data Structure 475
Attribute Data Array 480
Vertex Data Structure 482
Default Evaluation Function 483
pfASD Queries 484
Aligning an Object to the Surface 485
Adding a Query Array 485
Using ASD for Multiple Channels 486
Connecting Channels 487
Combining pfClipTexture and pfASD 487
ASD Evaluation Function Timing 488
Query Results 488
Aligning a Geometry With a pfASD Surface Example 489
Aligning Light Points Above a pfASD Surface Example 490
Paging 492
Interest Area 493
Preprocessing for Paging 494
Multi-resolution Paging 494
16.

xiv

Light Points 499
Uses of Light Points 499
Creating a Light Point 500
Setting the Behavior of Light Points 501
Intensity 501
Directionality 501
Emanation Shape 502
Distance 505
Attenuation through Fog 505
Size 506
Fading 507
Callbacks 508
Multisample, Size, and Alpha 510
Reducing CPU Processing Using Textures

512

Contents

Preprocessing Light Points 513
Stage Configuration Callbacks 513
How the Light Point Process Works 514
Calligraphic Light Points 515
Calligraphic Versus Raster Displays 516
LPB Hardware Configuration 519
Visibility Information 521
Required Steps For Using Calligraphic Lights 521
Accounting for Projector Differences 524
Callbacks 526
Frame to Frame Control 527
Significance 528
Debunching 529
Defocussing Calligraphic Objects 529
Using pfCalligraphic Without pfChannel 529
Timing Issues 530
Light Point Process and Calligraphic 530
Debugging Calligraphic Lights on Non-Calligraphic Systems
Calligraphic Light Example 531
17.

531

Math Routines 541
Vector Operations 541
Matrix Operations 543
Quaternion Operations 547
Matrix Stack Operations 549
Creating and Transforming Volumes 550
Defining a Volume 550
Creating Bounding Volumes 552
Transforming Bounding Volumes 553
Intersecting Volumes 554
Point-Volume Intersection Tests 554
Volume-Volume Intersection Tests 554

xv

Contents

Creating and Working With Line Segments 556
Intersecting With Volumes 557
Intersecting With Planes and Triangles 558
Intersecting With pfGeoSets 558
General Math Routine Example Program 561

xvi

18.

Statistics 567
Interpreting Statistics Displays 567
Status Line 568
Stage Timing Graph 569
Load and Stress 572
CPU Statistics 573
Rendering Statistics 575
Fill Statistics 576
Collecting and Accessing Statistics in Your Application 576
Displaying Statistics Simply 577
Enabling and Disabling Statistics for a Channel 578
Statistics in libpr and libpf—pfStats Versus pfFrameStats 578
Statistics Rules of Use 579
Reducing the Cost of Statistics 582
Statistics Output 583
Customizing Displays 585
Setting Update Rate 585
The pfStats Data Structure 585
Statistics Examples 586

19.

Performance Tuning and Debugging 589
Performance-Tuning Overview 589
How IRIS Performer Helps Performance 590
Draw Stage and Graphics Pipeline Optimizations
Cull and Intersection Optimizations 593
Application Optimizations 594

591

Contents

Specific Guidelines for Optimizing Performance 594
Graphics Pipeline Tuning Tips 595
Process Pipeline Tuning Tips 598
Database Concerns 602
Special Coding Tips 607
Performance Measurement Tools 608
Using pixie and prof to Measure Performance 609
Using gldebug and ogldebug to Observe Graphics Calls 609
Using glprof to Find Performance Bottlenecks 610
Guidelines for Debugging 615
Shared Memory 615
Use the Simplest Process Model 616
Avoid Floating-Point Exceptions 616
When the Debugger Won’t Give You a Stack Trace 617
Tracing Members of IRIS Performer Objects 617
Memory Corruption and Leaks 618
Purify 618
Libdmalloc 619
Notes on Tuning for RealityEngine Graphics 620
Multisampling 620
Transparency 620
Texturing 621
Other Tips 622
20.

Programming with C++ 625
Overview 625
Class Taxonomy 626
Programming Basics 627
Header Files 627
Creating and Deleting IRIS Performer Objects 630
Invoking Methods on IRIS Performer Objects 632
Passing Vectors and Matrices to Other Libraries 632

xvii

Contents

Porting from C API to C++ API 632
Typedefed Arrays vs. Structs 633
Interface Between C and C++ API Code 633
Subclassing pfObjects 634
Initialization and Type Definition 635
Defining Virtual Functions 636
Accessing Parent Class Data Members 637
Multiprocessing and Shared Memory 637
Initializing Shared Memory 637
Data Members and Shared Memory 638
libpf Objects and Multiprocessing 639
Performance Hints 640
Glossary
Index

xviii

641

663

List of Examples

Example 1-1
Example 1-2
Example 1-3
Example 1-4
Example 1-5
Example 1-6
Example 2-1
Example 2-2
Example 2-3
Example 2-4
Example 3-1
Example 3-2
Example 3-3
Example 3-4
Example 3-5
Example 3-6
Example 3-7
Example 3-8
Example 3-9
Example 3-10
Example 3-11
Example 4-1
Example 4-2
Example 4-3
Example 4-4
Example 5-1
Example 5-2

How to Use User Data 12
Objects and Reference Counts 13
Using pfDelete() with libpr Objects 14
Using pfDelete() with libpf Objects 15
Using pfCopy() 16
General-Purpose Scene Graph Traverser 18
pfPipes in Action 29
Using pfChannels 37
Multiple Channels, One Channel per Pipe 43
Channel-Sharing 46
Making a Scene 55
Hierarchy Construction Using Group Nodes 57
Creating Cloned Instances 61
Automatically Updating a Bounding Volume 62
Using pfSwitch and pfSequence Nodes 67
Marking a Runway With a pfLayer Node 70
Adding pfGeoSets to a pfGeode 71
Adding pfStrings to a pfText 72
Setting Up a pfBillboard 75
Setting Up a Partition 78
Inheritance Demonstration Program 79
Application Callback to Make a Pendulum 89
pfNode Draw Callbacks 103
Cull-Process Callbacks 105
Using Passthrough Data to Communicate With Callback Routines 108
Frame Control Excerpt 127
Setting LOD Ranges 139

xix

List of Examples

Example 5-3
Example 6-1
Example 8-1
Example 8-2
Example 9-1
Example 9-2
Example 9-3
Example 9-4
Example 10-1
Example 11-1
Example 11-2
Example 11-3
Example 11-4
Example 12-1
Example 12-2
Example 12-3
Example 12-4
Example 12-5
Example 14-1
Example 14-2
Example 15-1
Example 16-1
Example 16-2
Example 16-3
Example 16-4
Example 17-1
Example 17-2
Example 17-3
Example 17-4
Example 17-5
Example 19-1
Example 19-2

xx

Default Stress Function 146
How to Configure a pfEarthSky 166
Loading Characters into a pfFont 253
Setting Up and Drawing a pfString 253
Using pfDecal() to Draw Road With Stripes 265
Pushing and Popping Graphics State 287
Using pfOverride() 288
Inheriting State 290
Estimating System Memory Requirements 367
Opening a pfWindow 378
Using the Default Overlay Window 389
Creating a Custom Overlay Window 390
pfWindows and X Input 391
Creating a pfPipeWindow 396
pfPipeWindow With Alternate Configuration Windows
for Statistics 400
Custom Initialization of pfPipeWindow State 402
Configuration of a pfPipeWindow Framebuffer 405
Opening and Closing a pfPipeWindow 406
Fluxed pfGeoSet 443
Connecting Engines and Fluxs 457
Aligning Light Points Above a pfASD Surface 491
Raster Callback Skeleton 509
Preprocessing a Display List - Light Point Process code 514
Setting pfCalligraphic Parameters 527
Calligraphic Lights 531
Matrix and Vector Math Examples 546
Quaternion Example 548
Quick Sphere Culling Against a Set of Half-Spaces 556
Intersecting a Segment With a Convex Polyhedron 558
Intersection Routines in Action 561
Drawing an Object Without Calling pfDraw() 606
General Traversal 611

List of Examples

Example 19-3
Example 20-1
Example 20-2
Example 20-3
Example 20-4
Example 20-5

Using the Traverser 615
Legal Creation of Objects in C++ 631
Illegal Creation of Objects in C++ 631
Class Definition for a Subclass of pfDCS 635
Overloading the libpf Application Traversal 636
Changeable Static Data Member 639

xxi

Figures

Figure 1-1
Figure 2-1
Figure 2-2
Figure 2-3
Figure 2-4
Figure 2-5
Figure 2-6
Figure 3-1
Figure 3-2
Figure 3-3
Figure 4-1
Figure 4-2
Figure 4-3
Figure 4-4
Figure 5-1
Figure 5-2
Figure 5-3
Figure 5-4
Figure 5-5
Figure 5-6
Figure 6-1
Figure 7-1
Figure 7-2
Figure 7-3
Figure 7-4
Figure 7-5
Figure 7-6

Partial Inheritance Graph of IRIS Performer Data Types 10
From Scene Graph to Visual Display 24
Single Graphics Pipeline 26
Dual Graphics Pipeline 27
Symmetric Viewing Frustum 33
Heading, Pitch, and Roll Angles 35
Single-Channel and Multiple-Channel Display 41
Nodes in the IRIS Performer Hierarchy 52
Shared Instances 59
Cloned Instancing 60
Culling to the Frustum 92
Sample Database Objects and Bounding Volumes 94
How to Partition a Database for Maximum Efficiency 96
Intersection Methods 117
Frame Rate and Phase Control 124
Real Size of Viewport Rendered Under Increasing Stress 128
Level-of-Detail Node Structure 133
Level-of-Detail Processing 135
Stress Processing 145
Multiprocessing Models 152
Layered Atmosphere Model 167
BIN-Format Data Objects 196
Soma Cube Puzzle in DWB Form 201
The Famous Teapot in DXF Form 202
Spacecraft Model in FLIGHT Format 204
GFO Database of Mies van der Rohe’s German Pavilion 206
Aircar Database in IRIS Inventor Format 209

xxiii

Figures

Figure 7-7
Figure 7-8
Figure 7-9
Figure 7-10
Figure 7-11
Figure 7-12
Figure 7-13
Figure 7-14
Figure 8-1
Figure 8-2
Figure 8-3
Figure 8-4
Figure 9-1
Figure 10-1
Figure 10-2
Figure 10-3
Figure 10-4
Figure 10-5
Figure 10-6
Figure 10-7
Figure 10-8
Figure 10-9
Figure 10-10
Figure 10-11
Figure 10-12
Figure 10-13
Figure 10-14
Figure 12-1
Figure 13-1
Figure 13-2
Figure 14-1
Figure 15-1
Figure 15-2

xxiv

LSA-Format City Hall Database 211
LSB-Format Operating Room Database 213
Silicon Graphics Office Building as OBJ Database 216
Plethora of Polyhedra in PHD Format 219
Terrain Database Generated by PTU Tools 221
Model in SGO Format 224
Sample STLA Database 229
Early Automobile in SuperViewer SV Format 231
Primitives and Connectivity 245
pfGeoSet Structure 247
Indexing Arrays 249
Deciding Whether to Index Attributes 250
pfGeoState Structure 293
Cliptexture Components 298
Image Cache Components 299
Mem Region Update 302
Tex Region Update 303
Cliptexture Cache Hierarchy 304
Invalid Border 305
Clipcenter Moving 306
Virtual Cliptexture Concepts 307
pfMPClipTexture Connections 340
pfuClipCenterNode Connections 343
Master and Slave Cliptexture Resource Sharing 344
Cliptexture Insets 362
Supersampled Inset Boundary 364
Offset Slave Tex Regions 370
Directing Video Output 408
pfQueue Object 415
pfCycleBuffer and pfCycleMemory Overview 428
pfEngine Drives a pfFlux Node Animated a pfFCS Node
Morphing Range Between LODs 465
Large Geometry 466

444

Figures

Figure 15-3
Figure 15-4
Figure 15-5
Figure 15-6
Figure 15-7
Figure 15-8
Figure 15-9
Figure 15-10
Figure 15-11
Figure 15-12
Figure 15-13
Figure 15-14
Figure 15-15
Figure 15-16
Figure 15-17
Figure 15-18
Figure 16-1
Figure 16-2
Figure 16-3
Figure 16-4
Figure 16-5
Figure 18-1
Figure 18-2
Figure 18-3

ASD Information Flow 467
A Very Simple pfASD 468
Reference Positions 471
Triangulated Image 471
LOD1 Replaced by LOD2 472
Data Structures 473
ASD Data Structures 474
Discontinuous, Neighboring LODs 477
Triangle Mesh 477
Using the tsid Field 478
Counter Clockwise Ordering of Vertices and Reference
Points in Arrays 479
Vertex Neighborhoods 482
pfASD Evaluation Process 488
Example Setup for Geometry Alignment 489
Aligning Light Points Above a pfASD Surface 490
Tiles at Different LODs 493
VASI Landing Light 500
Attenuation Shape 503
Attenuation of Light 504
Lit Multisamples 511
Calligraphic Hardware Configuration 519
Stage Timing Statistics Display 568
Conceptual Diagram of a Draw-Stage Timing Line 570
Other Statistics Classes 574

xxv

List of Tables

Table 1-1
Table 2-1
Table 3-1
Table 3-2
Table 3-3
Table 3-4
Table 3-5
Table 3-6
Table 3-7
Table 3-8
Table 3-9
Table 3-10
Table 3-11
Table 4-1
Table 4-2
Table 4-3
Table 4-4
Table 4-5
Table 4-6
Table 5-1
Table 5-2
Table 5-3
Table 5-4
Table 6-1
Table 6-2
Table 7-1
Table 7-2

Routines that Modify libpr Object Reference Counts 13
Attributes in the Share Mask of a Channel Group 45
IRIS Performer Node Types 53
pfGroup Functions 56
DCS Transformations 65
FCS Functions 65
pfSequence Functions 66
pfLOD Functions 69
pfLayer Functions 70
pfGeode Functions 71
pfText Functions 72
pfBillboard Functions 74
pfPartition Functions 78
Traversal Attributes for the Major Traversals 86
Cull Callback Return Values 102
Intersection-Query Token Names 111
Database Classes and Corresponding Node Masks 113
Representing Traversal Mask Values 113
Possible Traversal Results 114
Frame Control Functions 123
LOD Transition Zones 141
Multiprocessing Models 148
Trigger Routines and Associated Processes 157
pfEarthSky Routines 168
pfEarthSky Attributes 168
Database-Importer Source Directories 173
libpfdu Database Converter Functions 175

xxvii

List of Tables

Table 7-3
Table 7-4
Table 7-5
Table 7-6
Table 7-7
Table 7-8
Table 7-9
Table 7-10
Table 8-1
Table 8-2
Table 8-3
Table 8-4
Table 8-5
Table 8-6
Table 9-1
Table 9-2
Table 9-3
Table 9-4
Table 9-5
Table 9-6
Table 9-7
Table 9-8
Table 9-9
Table 9-10
Table 9-11
Table 9-12
Table 9-13
Table 10-1
Table 10-2
Table 10-3
Table 10-4
Table 10-5

xxviii

Loader Name Composition 176
libpfdu Database Converter Management Functions
pfdBuilder Modes and Attributes 191
Supported Database Formats 194
Geometric Definitions in LSA Files 210
Object Tokens in the SGO Format 225
Mesh Control Tokens in the SGO Format 226
IRIS Performer Pseudo Loaders 236
pfGeoSet Routines 240
Geometry Primitives 241
pfGeoSet PACKED_ATTR Formats 244
Attribute Bindings 248
pfFont Routines 252
pfString Routines 255
pfGeoState Mode Tokens 262
pfTransparency Tokens 263
pfGeoState Value Tokens 266
Enable and Disable Tokens 266
Rendering Attribute Tokens 267
Texture Image Sources 270
Texture Load Modes 273
Texture Generation Modes 277
pfFog Tokens 281
pfHlightMode() Tokens 282
Matrix Manipulation Routines 283
pfSprite Rotation Modes 284
pfGeoState Routines 291
Tiling Algorithms 314
Image Cache Configuration File Fields 326
Image Tile Filename Tokens 330
Cliptexture Configuration File Fields 333
Parameter Tokens 336

178

List of Tables

Table 10-6
Table 11-1
Table 11-2
Table 11-3
Table 11-4
Table 12-1
Table 12-2
Table 13-1
Table 13-2
Table 13-3
Table 13-4
Table 13-5
Table 13-6
Table 13-7
Table 14-1
Table 15-1
Table 16-1
Table 17-1
Table 17-2
Table 17-3
Table 17-4
Table 17-5
Table 17-6
Table 17-7
Table 17-8
Table 17-9
Table 17-10
Table 17-11
Table 17-12
Table 20-1
Table 20-2
Table 20-3

Image Tile Filename Tokens 338
pfWinType() Tokens 380
pfWinFBConfigAttrs() Tokens 382
Window System Types 385
pfWinMode() Tokens 386
pfPWinType Tokens 398
Processes From Which to Call Main pfPipeWindow Functions
Thread Information 418
Default Input and Output Ranges 421
pfVClock Routines 423
Memory Allocation Routines 424
pfNotify Functions 430
Error Notification Levels 430
pfFilePath Routines 431
pfEngine Types 447
Fields in the Triangle Data Structure 475
Raster Versus Calligraphic Displays 516
Routines for 3-Vectors 542
Routines for 4x4 Matrices 543
Routines for Quaternions 547
Matrix Stack Routines 549
Routines to Create Bounding Volumes 552
Routines to Extend Bounding Volumes 553
Routines to Transform Bounding Volumes 553
Testing Points for Inclusion in a Bounding Volume 554
Testing Volume Intersections 555
Intersection Results 555
Available Intersection Tests 559
Discriminator Return Values 560
Corresponding Routines in the C and C++ API 626
Header Files for libpf Scene Graph Node Classes 627
Header Files for Other libpf Classes 628

404

xxix

List of Tables

Table 20-4
Table 20-5
Table 20-6

xxx

Header Files for libpr Graphics Classes 628
Header Files for Other libpr Classes 629
Data and Functions Provided by User Subclasses

635

About This Guide

Welcome to the IRIS Performer™ application development environment. IRIS Performer
provides a programming interface (with ANSI C and C++ bindings) for creating
real-time graphics applications and offers high-performance rendering in an easy-to-use
3D graphics toolkit. IRIS Performer interfaces to both the OpenGL® graphics library and
the IRIS Graphics Library™ (also known as IRIS GL™); these libraries combined with the
IRIX™ operating system form the foundation of a powerful suite of tools and features for
creating real-time 3D graphics applications on Silicon Graphics® systems.

Why Use IRIS Performer?
Use IRIS Performer for building visual simulation applications and virtual reality
environments, for rapid rendering in on-air broadcast and virtual set applications, for
assembly viewing in large simulation-based design tasks, or to maximize the graphics
performance of any application. Applications that require real-time visuals, free-running
or fixed-frame-rate display, or high-performance rendering will benefit from using IRIS
Performer.
IRIS Performer drastically reduces the work required to tune your application’s
performance. General optimizations include the use of highly-tuned routines for all
performance critical operations and the reorganization of graphics data and operations
for faster rendering. IRIS Performer also handles Silicon Graphics architecture-specific
tuning issues for you by selecting the best rendering and multiprocessing modes at run
time, based on the system configuration.
IRIS Performer is an integral part of the Silicon Graphics visual simulation systems, such
as the and provides the interface to advanced features available exclusively with the
Silicon Graphics product line, such as the InfiniteReality™, OCTANE™, and O2™ graphics
subsystems . IRIS Performer teamed with InfiniteReality or OCTANE provide a
sophisticated image generation system in a powerful, flexible, and extensible software
environment. IRIS Performer is also tuned to operate at peak efficiency on each graphics
platform produced by Silicon Graphics; you don’t need the hardware sophistication of
InfiniteReality graphics to benefit from IRIS Performer.

xxxi

About This Guide

What You Should Know Before Reading This Guide
To use IRIS Performer, you should be comfortable programming in ANSI C or C++. You
should also have a fairly good grasp of graphics programming concepts (terms such as
“texture map” and “homogeneous coordinate” aren’t explained in this guide). It will
help if you’re at least familiar with the OpenGL library. If you’re a newcomer to these
topics, see the references listed under “Bibliography” at the end of this introduction and
examine the glossary for definitions of terms or usage unique to IRIS Performer.
On the other hand, though you need to know a little about graphics, you don’t have to
be a seasoned C (or C++) programmer, a graphics hardware guru, or a graphics-library
virtuoso to use IRIS Performer. IRIS Performer puts the engineering expertise behind
Silicon Graphics hardware and software at your fingertips, so you can minimize your
application development time while maximizing the application’s performance and
visual impact.
For a consise description of IRIS Performer basics, see the “Getting Started with
Performer” guide.

Internet and Hard Copy Reading for the Performer Series
You can use a web browser to search through the Performer libraries. For the very latest
version of Performer class names and definitions, method names and declarations,
tokens, man pages, and sample code, use the API Search Tool. To do so, point your
browser at:
•

http:///performer

•

http://techpubs.sgi.com/library/manuals/3000/007-3632-001/html

Printed books in the IRIS Performer series include:

xxxii

•

IRIS Performer Programmer’s Guide (007-1680-nnn)

•

IRIS Performer Getting Started Guide (007-3560-nnn)

About This Guide

You can read online versions of the following books:
•

IRIS Performer Programmer’s Guide

•

IRIS Performer Getting Started Guide

•

IRIS Performer Class Reference Guide for C Programmers

•

IRIS Performer Class Reference Guide for C++ Programmers

To read these online books, point your browser at:
•

http://techpubs.sgi.com/library/dynaweb_bin/0620/bin/nph-dynaweb.cgi/dynaweb/SGI_De
veloper/Perf_PG/@Generic__BookView

For general information about Performer, point your browser at:
•

http://www.sgi.com/Technology/Performer

Answers to common questions
•

Silicon Graphics maintains a publicly accessible directory of questions that
developers often ask about IRIS Performer, along with answers to those questions.
Each question-and-answer pair is provided in a file of its own, named by topic. To
obtain any of these files, use anonymous ftp to connect to sgigate.sgi.com; then cd to
the directory /pub/Performer/selected-topics and use ls to see a list of available topics.
Alternatively, use a World Wide Web browser to look at
ftp://sgigate.sgi.com/pub/Performer/selected-topics.

Electronic forum for discussions about IRIS Performer:
•

The info-performer mailing list provides a forum for discussion of IRIS Performer
including technical and non-technical issues. Subscription requests should be sent
to info-performer-request@sgi.com. Much like the comp.sys.sgi.* newsgroups on the
Internet, it isn’t an official support channel but is monitored by several interested
Silicon Graphics employees familiar with the toolkit.

For other related reading, see “Bibliography” on page xxxvi.

xxxiii

About This Guide

How to Use This Guide
The best way to get started is to read the “IRIS Performer Getting Started” manual. If you
like learning from sample code, turn to Chapter 1, “Getting Acquainted With IRIS
Performer,” which takes you on a tour of some demo programs. These programs let you
see for yourself what IRIS Performer does. Even if you aren’t developing a visual
simulation application, you might want to look at the demos to see high-performance
rendering in action. At the end of Chapter 2 you’ll find suggestions pointing to possible
next steps; alternatively, you can browse through the summary below to find a topic of
interest.

What This Guide Contains
This guide is divided into the following chapters and appendices:

xxxiv

•

Chapter 1, “IRIS Performer Programming Interface,” describes the fundamental
ideas behind the Performer programming interface.

•

Chapter 2, “Setting Up the Display Environment,” describes how to set up
rendering pipelines, windows, and channels (cameras).

•

Chapter 3, “Nodes and Node Types,” describes the data structures used in IRIS
Performer’s memory-based scene-definition databases.

•

Chapter 4, “Database Traversal,” explains how to manipulate and examine a scene
graph.

•

Chapter 5, “Frame and Load Control,” explains how to control frame rate,
synchronization, and dynamic load management. This chapter also discusses the
load management techniques of multiprocessing and level-of-detail.

•

Chapter 6, “Creating Visual Effects,” describes how to use environmental,
atmospheric, lighting, and other visual effects to enhance the realism of your
application.

•

Chapter 7, “Importing Databases,” describes database formats and sample
conversion utilities.

•

Chapter 8, “Geometry,” discusses the classes used to create geometry in Performer
scenes.

•

Chapter 9, “Graphics State,” describes the graphics state, which contains all of the
fields that together define the appearance of geometry.

About This Guide

•

Chapter 10, “ClipTextures,” describes how to work with large, high-resolution
textures.

•

Chapter 11, “Windows,” describes how to create, configure, manipulate, and
communicate with a window in Performer.

•

Chapter 12, “pfPipeWindows and pfPipeVideoChannels,” describes the unified
window and video channel control and management provided by pfPipeWindows
and pfPipeVideoChannels.

•

Chapter 13, “Managing Nongraphic System Tasks,” describes clocks, memory
allocation, synchronous I/O, error handling and notification, and search paths.

•

Chapter 14, “Dynamic Data,” describes how to connect pfFlux, pfFCS, and
pfEngine nodes, which together can be used for animating geometries.

•

Chapter 15, “Active Surface Definition,” describes the Active Surface Definition
(ASD): a library that handles real-time surface meshing and morphing.

•

Chapter 16, “Light Points,” describes the calligraphic lights, which are intensely
bright lights.

•

Chapter 17, “Math Routines,” details the comprehensive math support provided as
part of IRIS Performer.

•

Chapter 18, “Statistics,” discusses the various kinds of statistics you can collect and
display about the performance of your application.

•

Chapter 19, “Performance Tuning and Debugging,” explains how to use
performance measurement and debugging tools and provides hints for getting
maximum performance.

•

Chapter 20, “Programming with C++,” discusses the differences between using the
C and C++ programming interfaces.

Sample Applications
You can find the sample code for all of the sample IRIS Performer applications installed
under /usr/share/Performer/src/pguide.

xxxv

About This Guide

Conventions
This guide uses the following typographical conventions:
Bold

is used for function names, with parentheses appended to the name.
Also, bold lowercase letters represent vectors, and bold uppercase
letters denote matrices.

Italics

indicates filenames, IRIX command names, command-line option flags,
variables, and book titles.

Fixed-width

is used for code examples and system output.

Bold Fixed-width

indicates user input, items that you should type in from the keyboard.
Note that in some cases it’s convenient to refer to a group of similarly named IRIS
Performer functions by a single name; in such cases an asterisk is used to indicate all the
functions whose names start the same way. For instance, pfNew*() refers to all functions
whose names begin with “pfNew”: pfNewChan(), pfNewDCS(), pfNewESky(),
pfNewGeode(), and so on.
Most code examples in this guide are written in C; some are in C++. All code examples
are available in both C and C++ forms in the source directory
/usr/share/Performer/src/pguide.

Bibliography
You should be familiar with most of the concepts presented in the first few books listed
here—notably Computer Graphics: Principles and Practice and the OpenGL or IRIS GL™
books—to make the best use of IRIS Performer and this programming guide. Most of the
other books listed here, however, delve into more advanced topics and are listed as
further reading for those interested. Information is also provided on electronic access to
Silicon Graphics’ files containing answers to frequently asked IRIS Performer questions.

xxxvi

About This Guide

Computer Graphics
For a general treatment of a wide variety of graphics-related topics, see:
•

Foley, J.D., A. van Dam, S.K. Feiner, and J.F. Hughes. Computer Graphics: Principles
and Practice, 2nd Ed. Reading, Mass.: Addison-Wesley Publishing Company, Inc.,
1990.

•

Newman, W.M., and R.F. Sproull, Principles of Interactive Computer Graphics, 2nd Ed.
New York: McGraw-Hill, Inc., 1979.

For specific topics of interest to developers using IRIS Performer, also see:
•

Akeley, Kurt, “RealityEngine Graphics,” Computer Graphics Annual Conference Series
(SIGGRAPH), 1993. pp. 309-318.

•

Michael Jones, Sharon Clay,James Helman, John Rohlf, Andy Bigos, Philippe
Tarbouriech, Wes Hoffman, Eric Johnston, Michael Limber, and Scott
Watson,”Designing Real-Time 3D Graphics for Entertainment,” Course Notes of 1997
SIGGRAPH Course #6.

•

Willis, L. R., Jones, M. T., and Zhao, J. ``A Method for Continuous Adaptive
Terrain’’, Proceedings of the 1996 Image Conference. June 23-28, 1996, Scottsdale
Arizona.

•

John S. Montrym, Daniel R. Baum, David L. Dignam, Christopher J. Migdal,
“InfiniteReality: A Real-Time Graphics System,” Computer Graphics Annual
Conference Series (SIGGRAPH), 1997. pp. 293-302.

•

Rohlf, John and James Helman, “IRIS Performer: A High Performance
Multiprocessing Toolkit for Real-Time 3D Graphics,” Computer Graphics Proceedings,
Annual Conference Series (SIGGRAPH), 1994, pp. 381-394.

•

Shoemake, Ken. “Animating Rotation with Quaternion Curves,” SIGGRAPH ‘85
Conference Proceedings Vol 19, Number 3, 1985.The IRIS GL and OpenGL Graphics
Libraries

For information about IRIS GL, see these Silicon Graphics publications:
•

Graphics Library Programming Guide, Volumes I and II

•

Graphics Library Programming Tools and Techniques

To order all three of the above manuals, call 1-800-800-SGI1 (in the U.S. and Canada) and
specify part number M4-GLGT-5.2. Outside the U.S. and Canada, please contact your
local sales office or distributor.

xxxvii

About This Guide

For information about OpenGL, see:
•

Neider, Jackie, Tom Davis, and Mason Woo, OpenGL Programming Guide. Reading,
Mass.: Addison-Wesley Publishing Company, Inc., 1993. A comprehensive guide to
learning OpenGL.

•

OpenGL Architecture Review Board, OpenGL Reference Manual. Reading, Mass.:
Addison-Wesley Publishing Company, Inc., 1993. A compilation of OpenGL
reference pages.

•

The OpenGL Porting Guide, a Silicon Graphics publication shipped in IRIS
InSight-viewable on-line format. Provides information on updating IRIS GL-based
software to use OpenGL.

X, Xt, IRIS IM, and Window Systems
In conjunction with OpenGL, you may wish to learn about the X window system, the Xt
Toolkit Intrinsics library, and IRIS IM (though note that if you use IRIS Performer’s
pfWindow routines, windows are handled for you; in that case you don’t need to know
about any of these topics). For information on X, Xt, and Motif, see the O’Reilly X
Window System Series, Volumes 1,2, 4, and 5 (usually referred to simply as “O’Reilly”
with a volume number):
•

Nye, Adrian, Volume One: Xlib Programming Manual. Sebastopol, California:
O’Reilly & Associates, Inc., 1991.

•

Volume Two: Xlib Reference Manual, published by O’Reilly & Associates, Inc.,
Sebastopol, California.

•

Volume Four: X Toolkit Intrinsics Programming Manual, by Adrian Nye and Tim
O’Reilly, published by O’Reilly & Associates, Inc., Sebastopol, California.

•

Volume Five: X Toolkit Intrinsics Reference Manual, published by O’Reilly &
Associates, Inc., Sebastopol, California.

For information on IRIS IM, Silicon Graphics’ port of OSF/Motif™, and on making your
application interact well with the Silicon Graphics desktop, see these Silicon Graphics
publications:
•

IRIS IM Programming Guide (007-1472-nnn)

•

Indigo Magic User Interface Guidelines (007-2167-nnn)

•

Indigo Magic Desktop Integration Guide (007-2006-nnn)

All three of these books are shipped in IRIS InSight™-viewable on-line format.
xxxviii

About This Guide

Visual Simulation
For information about visual simulation and the use of simulation systems in training
and research, see:
•

Rolfe, J.M., and K.J. Staples, eds. Flight Simulation. Cambridge: Cambridge
University Press, 1986. Provides a comprehensive overview of visual simulation
from the basic equations of motion to the design of simulator cabs, optical and
display systems, motion bases, and instructor/operator stations. Also includes a
historical overview and an extensive bibliography of visual simulation and
aerodynamic simulation references.

•

Rougelot, Rodney S. “The General Electric Computer Color TV Display,” in Faiman,
M., and J. Nievergelt, eds. Pertinent Concepts in Computer Graphics. Urbana,
Ill.:University of Illinois Press, 1969, pp. 261-281. This extensive report gives an
excellent overview of the origins of visual simulation. It shows many screen images
of the original systems developed for various NASA programs and includes the
first real-time textured image. This article provides the basis for understanding the
historical development of computer image generation and real-time graphics.

•

Schacter, Bruce J., ed. Computer Image Generation. New York: John Wiley & Sons, Inc.,
1983. Reviews the computer image generation process and provides a detailed
analysis of early approaches to system design and implementation. The
bibliography refers to early papers by the designers of the first image-generation
systems.

Mathematics of Flight Simulation
Stevens, Brian L., and Frank L. Lewis. Aircraft Control and Simulation. New York: John
Wiley & Sons, Inc., 1992. This book describes the complete implementation of a
flight-dynamics model for the F-16 fighter aircraft. It provides the basic equations of
motion and explains how the more complex issues are handled in practice. Some source
code, in FORTRAN, is included.

Virtual Reality
Kalawsky, Roy S. Science of Virtual Reality and Virtual Environments. Reading, Mass.:
Addison-Wesley Publishing Company, Inc., 1993.

xxxix

About This Guide

Geometric Reasoning
These two books address geometric reasoning in general, rather than any specifically
computer-related or Performer-specific topics:
•

Abbott, Edwin A. Flatland: A Romance of Many Dimensions, 6th Ed. New York: Dover
Publications, Inc., 1952. The story of A. Square and his journeys among the
dimensions.

•

Polya, George. How to Solve It: A New Aspect of Mathematical Method, 2nd Ed.
Princeton, NJ: Princeton University Press, 1973.

Conference Proceedings
The proceedings of the I/ITSEC (Interservice/Industry Training, Simulation, and
Education Conference) are a primary source of published visual simulation experience.
In the past this conference has been known as the National Training Equipment
Center/Industry Conference (NTEC/IC) and the Interservice/Industry Training
Equipment Conference (I/ITEC). Proceedings are available from the National Technical
Information Service (NTIS). Here are NTIS order numbers for several of the older
proceedings:

xl

•

Seventh N/IC, November 1974: AD-A000-970 NTEC

•

Eighth N/IC, November 1975: AD-A028-885 NTEC

•

Ninth N/IC, November 1976: AD-A031-447 NTEC

•

Tenth N/IC, November 1977: AD-A047-905 NTEC

•

Eleventh N/IC, November 1978: AD-A061-381 NTEC

•

First I/ITEC, November 1979: AD-A077-656 NTEC

•

Third I/ITEC, November 1981: AD-A109-443 NTEC

About This Guide

The IMAGE Society is dedicated solely to the advancement of visual simulation
technology and its applications. It holds conferences and workshops, the proceedings of
which are an excellent source of advice and guidance for visual simulation developers.
The society can be reached through electronic mail at image@acvax.inre.asu.edu. Some
of the IMAGE proceedings published by the Air Force Human Resources Lab AFHRL at
Williams AFB prior to the formation of the IMAGE Society are also available from the
NTIS. Order numbers are:
•

IMAGE, May, 1977: AD-A044-582 AFHRL

•

IMAGE II (closing), July, 1981: AD-A104-676 AFHRL

•

IMAGE II (proceedings), November, 1981: AD-A110-226 AFHRL

The Society of Photo-Optical Instrumentation Engineers (SPIE) also has articles of
interest to visual simulation developers in their conference proceedings. Some of the
interesting publications are:
•

Vol. 17, Photo-Optical Techniques in Simulators, April, 1969

•

Vol. 59, Simulators & Simulation, March, 1975

•

Vol. 162, Visual Simulation & Image Realism, August, 1978

Survey Articles in Magazines
•

Aviation Week & Space Technology, January 17, 1983. Special issue on visual
simulation.

•

Fischetti, Mark A., and Carol Truxal. “Simulating the Right Stuff.” IEEE Spectrum,
March, 1985, pp. 38-47.

•

Schacter, Bruce. “Computer Image Generation for Flight Simulation.” IEEE
Computer Graphics & Applications, October, 1981, pp. 29-68.

•

Schacter, Bruce, and Narendra Ahuja. “A History of Visual Flight Simulation.”
Computer Graphics World, May, 1980, pp. 16-31.

•

Tucker, Jonathan B., “Visual Simulation Takes Flight.” High Technology Magazine,
December, 1984, pp. 34-47.

xli

Chapter 1

“IRIS Performer Programming Interface”

This chapter describes the fundamental ideas behind the IRIS Performer
programming interface.

Chapter 1

1. IRIS Performer Programming Interface

This chapter describes the fundamental ideas behind the IRIS Performer programming
interface in the following sections:
•

“General Naming Conventions” on page 3

•

“Class API” on page 5

•

“Base Classes” on page 8.

General Naming Conventions
The IRIS Performer API uses naming conventions to help you understand what a given
command will do and even predict the appropriate names of routines for desired
functionality. Following similar naming practices in the software that you develop will
make it easier for you and others on your team to understand and debug your code.
The API is largely object-oriented; it contains classes of objects comprised of methods
that:
•

Configure their parent objects.

•

Apply associated operations, based on the current configuration of the object.

Both C and C++ bindings are provided for IRIS Performer. In addition, naming
conventions provide a consistent and predictable API and indicate the kind of operations
performed by a given command.

Prefixes
The prefix of the command tells you in which library a C command or C++ class is found.
All exposed IRIS Performer C commands and C++ classes begin with `pf’. The utility
libraries use an additional prefix letter, such as `pfu’ for the libpfutil general utility
library, `pfi’ for the libpfui input handling library, and `pfd’ for the libpfdu database
utility library. Libpr level commands still have the `pf’ prefix as they are still in the main
libpf library.
3

Chapter 1: IRIS Performer Programming Interface

Header Files
Each IRIS Performer library contains a main header file in /usr/include/Performer that
contains type and class definitions, the C API for that library, and global routines that are
part of the C and C++ API. Libpf is broken into two distinct pieces: the low-level
rendering layer, libpr, and the application layer, libpf, and each has their own main header
file: pr.h and pf.h. Since libpf is considered to include libpr, pf.h includes pr.h. C++ class
header files are found under /usr/include/Performer/{pf, pr, ...}. Each class has its own C++
header file and that header must be included to use that class.
#include 
#include 
.....
pfGroup *group;

Naming in C and C++
All C++ class method names have an expanded C counterpart. Typically, the C routine
will include the class name in the routine, whereas the C++ method will not.
C: pfGetPipeScreen();
C++: pipe->getScreen();

For some very general routines on the most abstract classes, the class name is omitted.
This is the case with the child API on pfNodes:
C: pfAddChild(node,child);
C++: node->addChild(child);

Command and type names are mixed case where the first letter of a new word in a name
is capitalized. C++ method names always start with a lower case letter.
pfTexture *texture;
texture->loadFile();

Abbreviations
Type names do not use abbreviations. The C API acting on that type will often use
abbreviations for the type names, as will the associated tokens and enums.

4

Class API

In procedure names, a name will always be abbreviated or never, and the same
abbreviation will always be used and will be in the pfNew* C command. For example:
the pfTexture object uses ‘Tex’ in its API, such as pfNewTex(). If a type name has multiple
words, the abbreviation will use the first letter of the first words and then the first syllable
of the last word.
pfPipeWindow *pwin = pfNewPWin();
pfPipeVideoChannel *pvchan = pfNewPVChan();
pfTexLOD *tlod = pfNewTLOD();

Macros, Tokens, and Enums
Macros, tokens, and enums all use full upper-case. Token names associated with a class
and methods of a class start with the abbreviated name for that class, such as texture to
“tex” in PFTEX_SHARPEN.

Class API
The API of a given class, such as pfTexture, is comprised of:
•

API to create an instance of the object

•

API to set parameters on the object

•

API to get those parameter settings

•

API to perform actions on the configured object

Object Creation
Objects are always created with
C: pfThing *thing = pfNewThing();
C++: pfThing *thing = new pfThing;

Libpf objects are automatically created out of the shared memory arena. Libpr objects
take as an argument an arena pointer which, if NULL, will cause allocation off the heap.

5

Chapter 1: IRIS Performer Programming Interface

Set Routines
A set routine has the form:
C: pfThingParam(thing, ... ) (note no ‘Set’ in the name)
C++: thing->setParam()

Set routines are usually very fast and are not order dependent. Work required to process
the settings happens once when the object is first used after settings have changed. If
particularly expensive options must be done, there will be a pfConfigThing routine or
method to explicitly force this work that must be called before the object is to be used.

Get Routines
For every ‘set’ there is a matching ‘get’ routine to get back the value that was set.
C: pfGetThingParam(thing, ... )
C++: thing->getParam()

If the set/get is for a single value, that value is usually the return value of the routine. If
there are multiple values together, the ‘get’ routine will then take as arguments pointers
to result variables.
Getting Current In-Use Values

Get routine return values that have been previously set by the user, or default values if
no settings have been made. Sometimes a value other than the user-specified value is
currently in use and that is the value that you would like to get. For these cases, there is
a separate ‘getCur’ routine to get the current in-use value.
C:
pfGetCurThingParam()
C++: thing->getcurParam()

These ‘cur’ routines may only be able to give reasonable values in the process which
associated operations are happening. Example: to get the current texture
(pfGetCurTex()), you need to be in the draw process since that is the only process that
has a current texture.

6

Class API

Action Routines
An action routine has the form:
C: pfVerbThing(), such as pfApplyTex()
C++: thing->verb(), such as tex->apply()

Action routines can have parameter scope and apply only to that parameter. These
routines have the form
C: pfVerbThingParam(), such as pfApplyTexMinLOD()
C++: thing->verbParam(), such as tex->applyMinLOD()

Apply and Draw Routines
The Apply and Draw action routines do graphics operations and so must happen either
in the draw process or in display list mode.
C: pfApplypfGeoState()
pfDrawGSet()
C++: gstate->apply()
gset->draw()

Enable and Disable of Modes
Features that can be enabled and disabled are done so with pfEnable() and pfDisable(),
respectively.
pfGetEnable() takes PFEN_* tokens naming the graphics state operation to enable or
disable. A GetEnable() is used to query enable status and will return 1 or 0 if the given
mode is enabled or disabled, respectively.
ex: pfEnable(PFEN_TEXTURE), pfDisable(PFEN_TEXTURE),
pfGetEnable(PFEN_TEXTURE);

Mode, Attribute, or Value
Classes instances are configured by having their internal fields set. These fields may be
simple modes or complex attribute structures. Mode values are ints or tokens, attributes
are typically pointers to objects, and values are floats.
pfGStateMode(gstate, PFSTATE_DECAL, PFDECAL_LAYER)
pfGStateAttr(gstate, PFSTATE_TEXTURE, texPtr)
pfGStateVal(gstate, PFSTATE_ALPHAREF, 0.5)
7

Chapter 1: IRIS Performer Programming Interface

Base Classes
IRIS Performer provides an object-oriented programming interface to most of its data
structures. Only IRIS Performer functions can change the values of elements of these data
structures; for instance, you must call pfMtlColor() to set the color of a pfMaterial
structure rather than modifying the structure directly.
For a more transparent type of memory, IRIS Performer provides pfMemory. All object
classes are derived from pfMemory. pfMemory instances must be explicitly allocated
with the new operator and cannot be allocated statically, on the stack, or included
directly in other object definitions. pfMemory is managed memory; it includes special
fields, such as size, arena, and ref count, that are initialized by the pfMemory new()
function.
Some very simple and unmanaged data types are not encapsulated for speed and easy
access. Examples include pfMatrix, pfSphere and pfVec3. These data types are referred
to as public structures and are inherited from pfStruct.
Unlike pfMemory, pfStructs can be:
•

Allocated statically.

•

Allocated on the stack.

•

Included directly in other structure and object definitions.

pfStructs allocated off the stack or allocated statically are not in the shared memory arena
and thus are not safe for multiprocessed use. Also, pfStructs allocated off the stack in a
procedure do not exist after the procedure exits so they should not be given to persistent
objects, such as a pfVec3 array of vertices for a pfGeoSet.
In order to allow some functions to apply to multiple data types, IRIS Performer uses the
concept of class inheritance. Class inheritance takes advantage of the fact that different
data types (classes) often share attributes. For example, a pfGroup is a node which can
have children. A pfDCS (Dynamic Coordinate System) has the same basic structure as a
pfGroup, but also defines a transformation to apply to its children—in other words, the
pfDCS data type inherits the attributes of the pfGroup and adds new attributes of its
own. This means that all functions that accept a pfGroup* argument will alternatively
accept a pfDCS* argument.

8

Base Classes

For example, pfAddChild() takes a pfGroup* argument, but
pfDCS *dcs = pfNewDCS();
pfAddChild(dcs, child);

appends child to the list of children belonging to dcs.
Because the C language does not directly express the notion of classes and inheritance,
arguments to functions must be cast before being passed, for example,
pfAddChild((pfGroup*)dcs, (pfNode*)child);

In the example above, no such casting is required because IRIS Performer provides
macros that perform the casting when compiling with ANSI C, for example:
#define pfAddChild(g, c) pfAddchild((pfGroup*)g, (pfNode*)c)

Note: Using automatic casting eliminates type checking—the macros will cast anything

to the desired type. If you make a mistake and pass an unintended data type to a casting
macro, the results may be unexpected.
No such trickery is required when using the C++ API. Full type checking is always
available at compile time.

Inheritance Graph
The relations between classes can be arranged in a directed acyclic inheritance graph in
which each child inherits all of its parent’s attributes, as illustrated in Figure 1-1. IRIS
Performer does not use multiple inheritance, so each class has only one parent in the
graph.
Note: It’s important to remember that an inheritance graph is different from a scene

graph. The inheritance graph shows the inheritance of data elements and member
functions among user-defined data types; the scene graph shows the relationship among
instances of nodes in a hierarchical scene definition.

9

Chapter 1: IRIS Performer Programming Interface

pfObject
pfLight
pfPipe

pfMaterial
pfNode

pfGeoSet

pfChannel
pfFrustum

Some classes
found in libpf

Some classes
found in libpr

Figure 1-1

10

Partial Inheritance Graph of IRIS Performer Data Types

Base Classes

IRIS Performer objects are divided into two groups: those found in the libpf library and
those found in the libpr library. These two groups of objects have some common
attributes, but also differ in some respects.
While IRIS Performer only uses single inheritance, some objects encapsulate others,
hiding the encapsulated object but also providing a functional interface that mimics its
original one. For example a pfChannel has a pfFrustum, a pfFrameStats has a pfStats, a
pfPipeWindow has a pfWindow, and a pfPipeVideoChannel has a pfVideoChannel. In
these cases, the first object in each pair provides functions corresponding to those of the
second. For example, pfFrustum has a routine,
pfMakeSimpleFrust(frust, 45.0f);

and pfChannel has a corresponding routine,
pfMakeSimpleChan(channel, 45.0f);

Libpr and Libpf Objects
All of the major classes in IRIS Performer are derived from the pfObject class. This
common, base class unifies the data types by providing common attributes and
functions. Libpf objects are further derived from pfUpdatable. The pfUpdatable abstract
class provides support for automatic multi-buffering for multiprocessing. pfObjects have
no special support for multiprocessing and so all processes share the same copy of the
pfObject in the shared arena. libpr objects allocated from the heap are only visible in the
process in which they are created or in child processes created after the object. Changes
made to such an object in one process are not visible in any other process.
Explicit multi-buffering of pfObjects is available through the pfFlux class. In general,
libpr provides lightweight and low-level modular pieces of functionality that are then
enhanced by more powerful libpf objects.

User Data
The primary attribute defined by the pfObject is class is the custom data a user gets to
define on any pfObject called “user data.” pfUserDataSlot attaches the user-supplied
data pointer to user data. pfUserData attaches the user-supplied data pointer to user data
slot. Example 1-1 shows how to use user data.

11

Chapter 1: IRIS Performer Programming Interface

Example 1-1

How to Use User Data

typedef struct
{
float coeffFriction;
float density;
float *dataPoints;
}
myMaterial;
myMaterial

*granite;

granite = (myMaterial *)pfMalloc(sizeof(myMaterial), NULL);
granite->coeffFriction = 0.5f;
granite->density = 3.0f;
granite->dataPoints = (float *)pfMalloc(sizeof(float)*8, NULL);
graniteMtl = pfNewMtl(NULL);
pfUserData(graniteMtl, granite);

pfDelete() and Reference Counting
Most kinds of data objects in IRIS Performer can be placed in a hierarchical scene graph,
using instancing when an object is referenced multiple times. Scene graphs can become
quite complex, which can cause problems if you’re not careful. Deleting objects can be a
particularly dangerous operation, for example, if you delete an object that another object
still references.
Reference counting provides a bookkeeping mechanism that makes object deletion safe:
an object is never deleted if its reference count is greater than zero.
All libpr objects (such as pfGeoState and pfMaterial) have a reference count that specifies
how many other objects refer to it. A reference is made whenever an object is attached to
another using the IRIS Performer routines shown in Table 1-1.

12

Base Classes

Table 1-1

Routines that Modify libpr Object Reference Counts

Routine

Action

pfGSetGState

Attaches a pfGeoState to a pfGeoSet

pfGStateAttr

Attaches a state structure (such as a pfMaterial) to
a pfGeoState

pfGSetHlight

Attaches a pfHighlight to a pfGeoSet

pfTexDetail

Attaches a detail pfTexture to a base pfTexture

pfGSetAttr

Attaches attribute and index arrays to a pfGeoSet

pfTexImage

Attaches an image array to a pfTexture

pfAddGSet, pfReplaceGSet,
pfInsertGSet

Modify pfGeoSet/pfGeode association

When object A is attached to object B, the reference count of A is incremented.
Additionally, if A replaces a previously referenced object C, then the reference count of
C is decremented. Example 1-2 demonstrates how reference counts are incremented and
decremented.
Example 1-2

Objects and Reference Counts

pfGeoState *gstateA, *gstateC;
pfGeoSet *gsetB;
/* Attach gstateC to gsetB. Reference count of gstateC
* is incremented. */
pfGSetGState(gsetB, gstateC);
/* Attach gstateA to gsetB, replacing gstateC. Reference
* count of gstateC is decremented and that of gstateA
* is incremented. */
pfGSetGState(gsetB, gstateA);

13

Chapter 1: IRIS Performer Programming Interface

This automatic reference counting done by IRIS Performer routines is usually all you’ll
ever need. However, the routines pfRef(), pfUnref(), and pfGetRef() allow you to
increment, decrement, and retrieve the reference count of a libpr object should you wish
to do so. (These routines also work with objects allocated by pfMalloc(); see the IRIS
Performer Programmer’s Guide for more information).
An object whose reference count is equal to 0 can be deleted with pfDelete(). pfDelete()
works for all libpr objects and all pfNodes but not for other libpf objects like pfPipe and
pfChannel. pfDelete() first checks the reference count of an object. If the reference count
is non-positive, pfDelete() decrements the reference count of all objects that the current
object references, then it deletes the current object. pfDelete() doesn’t stop here but
continues down all reference chains, deleting objects until it finds one whose count is
greater than zero. Once all reference chains have been explored, pfDelete returns a
boolean indicating whether it successfully deleted the first object or not. Example 1-3
illustrates the use of pfDelete() with libpr.
Example 1-3

Using pfDelete() with libpr Objects

pfGeoState *gstate0, *gstate1;
pfMaterial *mtl;
pfGeoSet *gset;
gstate0 = pfNewGState(arena); /* initial ref count is 0 */
gset = pfNewGSet(arena); /* initial ref count is 0 */
mtl = pfNewMtl(arena); /* initial ref count is 0 */
/* Attach mtl to gstate0. Reference count of mtl is
* incremented. */
pfGStateAttr(gstate0, PFSTATE_FRONTMTL, mtl);
/* Attach mtl to gstate1. Reference count of mtl is
* incremented. */
pfGStateAttr(gstate1, PFSTATE_FRONTMTL, mtl);
/* Attach gstate0 to gset. Reference count of gstate0 is
* incremented. */
pfGSetGState(gset, gstate0);
/* This deletes gset, gstate0, but not mtl since gstate1 is
* still referencing it. */
pfDelete(gset);

14

Base Classes

Example 1-4 illustrates the use of pfDelete() with libpf.
Example 1-4

Using pfDelete() with libpf Objects

pfGroup *group;
pfGeode *geode;
pfGeoSet *gset;
group = pfNewGroup(); /* initial parent count is 0 */
geode = pfNewGeode(); /* initial parent count is 0 */
gset = pfNewGSet(arena); /* initial ref count is 0 */
/* Attach geode to group. Parent count of geode is
* incremented. */
pfAddChild(group, geode);
/* Attach gset to geode. Reference count of gset is
* incremented. */
pfAddGSet(geode, gset);
/* This has no effect since the parent count of geode is 1.*/
pfDelete(geode);
/* This deletes group, geode, and gset */
pfDelete(group);

Some notes about reference counting and pfDelete():
•

All reference count modifications are locked so that they guarantee mutual
exclusion when multiprocessing.

•

Objects added to a pfDispList don’t have their counts incremented due to
performance considerations.

•

In the multiprocessing environment of libpf, the successful deletion of a pfNode
doesn’t have immediate effect but is delayed one or more frames until all processes
in all processing pipelines are through with the node. This accounts for the fact that
pfDispLists don’t reference-count their objects.

15

Chapter 1: IRIS Performer Programming Interface

•

pfUnrefDelete(obj) is shorthand for
if(pfUnref(obj) ==0)
pfDelete(obj);

This is true when pfUnrefGetRef is atomic.
•

Objects whose count reaches zero are not automatically deleted by IRIS Performer.
You must specifically request that an object be deleted with pfDelete() or
pfUnrefDelete().

Copying Objects with pfCopy()
pfCopy() is currently implemented for libpr (and pfMalloc()) objects only. Object
references are copied and reference counts are modified appropriately, as illustrated in
Example 1-5.
Example 1-5

Using pfCopy()

pfGeoState *gstate0, *gstate1;
pfMaterial *mtlA, *mtlB;
gstate0 = pfNewGState(arena);
gstate1 = pfNewGState(arena);
mtlA = pfNewMtl(arena); /* initial ref count is 0 */
mtlB = pfNewMtl(arena); /* initial ref count is 0 */
/* Attach mtlA to gstate0. Reference count of mtlA is
* incremented. */
pfGStateAttr(gstate0, PFSTATE_FRONTMTL, mtlA);
/* Attach mtlB to gstate1. Reference count of mtlB is
* incremented. */
pfGStateAttr(gstate1, PFSTATE_FRONTMTL, mtlB);
/* gstate1 = gstate0. The reference counts of mtlA and mtlB
* are 2 and 0 respectively. Note that mtlB is NOT deleted
* even though its reference count is 0. */
pfCopy(gstate1, gstate0);

pfMalloc and the related routines provide a consistent method to allocate memory, either
from the user’s heap (using the C-library malloc function) or from a shared memory
arena (using the IRIX malloc function).

16

Base Classes

Printing Objects with pfPrint()
pfPrint() can print many different kinds of objects to a file, for example, you can print
nodes and geosets. To do so, you specify in the argument of the function the object to
print, the level of verbosity, and the destination file. An additional argument, which,
specifies different data according to the type of object being printed.
The different levels of verbosity include:
•

PFPRINT_VB_OFF—no printing.

•

PFPRINT_VB_ON—minimal printing (default).

•

PFPRINT_VB_NOTICE—minimal printing (default).

•

PFPRINT_VB_INFO—considerable printing.

•

PFPRINT_VB_DEBUG—exhaustive printing.

If the object to print is a type of pfNode, which specifies whether the print traversal
should only traverse the current node (PFTRAV_SELF) or the entire scene graph where
the node specified in the argument is the root node (PFTRAV_SELF |
PFTRAV_DESCEND). For example, to print an entire scene graph, in which scene is the
root node, to the file, fp, with default verbosity, use the following line of code.
file = fopen (“scene.out”,”w”);
pfPrint(scene, PFTRAV_SELF | PFTRAV_DESCEND, PFPRINT_VB_ON, fp);
fclose(file);

If the object to print is a pfFrameStats, which should specify a bitmask of the frame
statistics classes that you want printed. The values for the bitmask include:
•

PFSTATS_ON Enables the specified classes.

•

PFSTATS_OFF Disables the specified classes.

•

PFSTATS_DEFAULT

•

PFSTATS_SET Sets the class enable mask to enmask.

Sets the specified classes to their default values.

For example, to print select classes of a pfFrameStats structure, stats, to stderr, use the
following line of code.
pfPrint(stats, PFSTATS_ENGFX | PFFSTATS_ENDB | PFFSTATS_ENCULL,
PFSTATS_ON, NULL);

17

Chapter 1: IRIS Performer Programming Interface

If the object to print is a pfGeoSet, which is ignored and information about that pfGeoSet
is printed according to the verbosity indicator. The output contains the types, names, and
bounding volumes of the nodes and pfGeoSets in the hierarchy. For example, to print the
contents of a pfGeoSet, gset, to stderr, use the following line of code.
pfPrint(gset, NULL, PFPRINT_VB_DEBUG, NULL);

Note: When the last argument, file, is set to NULL, the object is printed to stderr.

Determining Object Type
Sometimes you have a pointer to a pfObject but you don’t know what it really is—is it a
pfGeoSet, a pfChannel, or something else? pfGetType() returns a pfType which specifies
the type of a pfObject. This pfType can be used to determine the class ancestry of the
object. Another set of routines, one for each class, returns the pfType corresponding to
that class, e.g. pfGetGroupClassType() returns the pfType corresponding to pfGroup.
pfIsOfType() tells whether an object is derived from a specified type, as opposed to
being the exact type.
With these functions you can test for class type as shown in Example 1-6.
Example 1-6

General-Purpose Scene Graph Traverser

void
travGraph(pfNode *node)
{
if (pfIsOfType(node, pfGetDCSClassType()))
doSomethingTransforming(node);
/* If ’node’ is derived from pfGroup then recursively
* traverse its children */
if (pfIsOfType(node, pfGetGroupClassType()))
for (i = 0; i < pfGetNumChildren(node); i++)
travGraph(pfGetChild(node, i));
}

Because IRIS Performer allows subclassing of built-in types, when decisions are made
based on the type of an object, it is usually better to use pfIsOfType() to test the type of
an object rather than to test for the strict equality of the pfTypes. Otherwise the code will
not have reasonable default behavior with file loaders or applications which use
subclassing.

18

Base Classes

The pfType returned from pfGetType() is useful for programs but it is not in a readable
form for you. Calling pfGetTypeName() on a pfType returns a null-terminated ASCII
string that identifies an object’s type. For a pfDCS, for example, pfGetTypeName()
returns the string, “pfDCS.” The type returned by pfGetType() can then be compared to
a class type using pfIsOfType(). Class types can be returned by methods such as
pfGetGroupClassType().

19

Chapter 2

“Setting Up the Display Environment”

This chapter describes how to create a display environment by configuring
rendering pipelines, channels, and viewpoints.

Chapter 2

2. Setting Up the Display Environment

libpf is a visual-database processing and rendering system. The visual database has at its
root a pfScene (as described in Chapter 3 and Chapter 4). The chain of events in leading
from the scene graph to the display includes:
1.

A pfScene is viewed by a pfChannel.

2. The pfChannel view of the pfScene is rendered by a pfPipe into a frame buffer.
3. A pfPipeWindow manages the frame buffer.
4. The images in the frame buffer are transmitted to a display system which is
managed by a pfPipeVideoChannel.
Figure 2-1 shows this chain of events.

23

Chapter 2: Setting Up the Display Environment

pfPipe

pfChannel 0

pfChannel 1

w
Windo

pfPipe

1

pfScene

w
Windo

pfPipe

0

Scene graph

Display system

pfChannel 0

Figure 2-1

pfChannel 1

From Scene Graph to Visual Display

This chapter describes how to implement this chain of events using pfPipes,
pfPipeWindows, and pfChannels.

24

Using Pipes

Using Pipes
This section describes rendering pipelines (pfPipes) and their implementation in IRIS
Performer. Each rendering pipeline draws into one or more windows (pfPipeWindows)
associated with a single Geometry Pipeline. A minimum of one rendering pipeline is
required, although it is possible to have more than one.

The Functional Stages of a Pipeline
This rendering pipeline comprises three primary functional stages:
APP

Simulation processing, which includes reading input from control
devices, simulating the vehicle dynamics of moving models, updating
the visual database, and interacting with other networked simulation
stations.

CULL

Traverses the visual database and determines which portions of it are
potentially visible (a procedure known as culling), selects a level of detail
for each model, sorts objects and optimizes state management, and
generates a display list for the draw function.

DRAW

Traverses the display list and issues graphics library commands to a
Geometry Pipeline in order to create an image for subsequent display.

Figure 2-2 shows the process flow for a single-pipe system. The application constructs
and modifies the scene definition (a pfScene) associated with a channel. The traversal
process associated with that channel’s pfPipe then traverses the scene graph, building an
IRIS Performer libpr display list. As shown in the figure, this display list is used as input
to the draw process that performs the actual graphics library actions required to draw the
image.

25

Chapter 2: Setting Up the Display Environment

Application

Scene

Traversal/Cull

Draw

Frame Buffer

Pipeline 0

Figure 2-2

Single Graphics Pipeline

IRIS Performer also provides additional processes for application processing tasks, such
as database loading and intersection traversals, but these processes are per-application
and are asynchronous to the software rendering pipeline(s).
An IRIS Performer application renders images using one or more pfPipes. Each pfPipe
represents an independent software-rendering pipeline. Most IRIS systems contain only
one Geometry Pipeline™, so a single pfPipe is usually appropriate. This single pipeline is
often associated with a window that occupies the entire display surface.
Alternative configurations include Onyx2™ systems with InfiniteReality graphics
(allowing up to eight Geometry Pipelines). Applications can render into multiple
windows, each of which is connected to a single Geometry Pipeline through a pfPipe
rendering pipeline.
Figure 2-3 shows the process flow for a dual-pipe system. Notice both the differences and
similarities between these two figures. Each pipeline (pfPipe) is independent in
multiple-pipe configurations; the traversal and draw tasks are separate, as are the libpr
display lists that link them. In contrast, these pfPipes are controlled by the same
application process, and in many situations access the same shared scene definition.

26

Using Pipes

Application

Pipeline 0

Figure 2-3

Scene

Pipeline 1

Traversal/Cull

Traversal/Cull

Draw

Draw

Frame Buffer

Frame Buffer

Dual Graphics Pipeline

Each of these stages can be combined into a single IRIX process or split into multiple
processes (pfMultiprocess) for enhanced performance on multiple CPU systems.
Multiprocessing and multiple pipes are advanced topics that are discussed in
“Successful Multiprocessing With IRIS Performer” in Chapter 5.

Creating and Configuring a pfPipe
pfPipes and their associated processes are created when pfConfig() is called. They exist
for the duration of the application. After pfConfig(), the application can get handles to
the created pfPipes using pfGetPipe(). The argument to pfGetPipe() indicates which
pfPipe to return and is an integer between 0 and numPipes-1, inclusive. The pfPipe handle
is then used for further configuration of the pfPipe.
pfMultipipe() specifies the number of pfPipes desired. pfMultiprocess() specifies the
multiprocessing mode used by all pfPipes; the default is one. These two routines are
discussed further in“Successful Multiprocessing With IRIS Performer” in Chapter 5.

27

Chapter 2: Setting Up the Display Environment

A key part of pfPipe initialization is the determination of the graphics hardware pipeline
(or screen) and the creation of a window on that screen. The screen of a pfPipe can be set
explicitly using pfPipeScreen(). Under single pipe operation, pfPipes can also inherit the
screen of their first opened window. Under multipipe operation, the screen of all pfPipes
must be determined before the pipes are configured by pfConfigStage() or the first call
to pfFrame(). There may be other operations that require pre-set knowledge of the screen
even under single pipes, such as custom configuration of video channels, discussed in
“Creating and Configuring a pfChannel” on page 31.
Once the screen of a pfPipe has been set, it cannot be changed. All windows of a pfPipe
must be opened on the same screen. A graphics window is associated with a pfPipe
through the pfPipeWindow mechanism. If you do not create a pfPipeWindow, IRIS
Performer will automatically create and open a full screen window with a default
configuration for your pfPipe.
Once you create and initialize a pfPipe, you can query information about its
configuration parameters. pfGetPipeScreen() returns the index number of the hardware
pipeline for the pfPipe, starting from zero. On single-pipe systems the return value will
be zero. If no screen has been set, the return value will be (-1). pfGetPipeSize() returns
the full screen size, in pixels, of the rendering area associated with a pfPipe.
You may have application states associated with pfPipe stages and processes that need
special initialization. For this purpose, you may provide a stage configuration callback
for each pfPipe stage using pfStageConfigFunc(pipe, stageMask, configFunc) and
specify the pfPipe, the stage bitmask (including one or more of PFPROC_APP,
PFPROC_CULL, and PFPROC_DRAW), and your stage configuration callback routine.
At any time, you may call the function pfConfigStage() from the application process to
trigger the execution of your stage configuration callback in the process associated with
that pfPipe’s stage. The stage configuration callback will be invoked at the start of that
stage within the current frame (the current frame in the application process, and
subsequent frames through the cull and draw phases of the software rendering pipeline).
Use a pfStageConfigFunc() callback function to configure performer processes not
associated with pfPipes, such as the database process, PFPROC_DBASE, and the
intersection process, PFPROC_ISECT. A common process initialization task for real-time
applications is the selection and/or specification of a CPU on which to run.

28

Using Pipes

Example of pfPipe Use
The sample source code shipped with IRIS Performer includes several simple examples
of pfPipe use in both C and C++. Specifically, look at the following examples under the
C and C++ directories in /usr/share/Performer/src/pguide/libpf/, such as hello.c, simple.c, and
multipipe.c.
Example 2-1 illustrates the basics of using pipes. The code in this example is adapted
from IRIS Performer sample programs.
Example 2-1

pfPipes in Action

main()
{
int i;
/* Initialize IRIS Performer */
pfInit();
/* Set number of pfPipes desired -- THIS MUST BE DONE
* BEFORE CALLING pfConfig().
*/
pfMultipipe(NumPipes);
/* set multiprocessing mode */
pfMultiprocess(ProcSplit);
...
/* Configure IRIS Performer and fork extra processes if
* configured for multiprocessing.
*/
pfConfig();
...
/* Optional custom mapping of pipes to screens.
* This is actually the reverse as the default.
*//
for (i=0; i < NumPipes; i++)
pfPipeScreen(pfGetPipe(i), NumPipes-(i+1));
{
/* set up optional DRAW pipe stage config callback */
pfStageConfigFunc(-1 /* selects all pipes */,
PFPROC_DRAW /* stage bitmask */,
ConfigPipeDraw /* config callback */);
/* Config func should be done next pfFrame */
pfConfigStage(i, PFPROC_DRAW);
}

29

Chapter 2: Setting Up the Display Environment

InitChannels();
...
/* trigger the configuration and opening of pfPipes
* and pfWindows
*/
pfFrame();
/* Application’s simulation loop */
while(!SimDone())
{
...
}
}
/* CALLBACK FUNCTIONS FOR PIPE STAGE INITIALIZATION */
void
ConfigPipeDraw(int pipe, uint stage)
{
/* Application state for the draw process can be initialized
* here. This is also a good place to do real-time
* configuration for the drawing process, if there is one.
* There is no graphics state or pfState at this point so no
* rendering calls or pfApply*() calls can be made.
*/
pfPipe *p = pfGetPipe(pipe);
pfNotify(PFNFY_INFO, PFNFY_PRINT,
“Initializing stage 0x%x of pipe %d”, stage, pipe);
}

Using Channels
This section describes how to use pfChannels. A pfChannel is a view of a scene. A
pfChannel is a required element for an IRIS Performer application because it establishes
the visual frame of reference for what is rendered in the drawing process.

30

Using Channels

Creating and Configuring a pfChannel
When you create a new pfChannel, it is attached to a pfPipe for the duration of the
application. The pfPipe renders the pfScene viewed by the pfChannel into a
pfPipeWindow that is managed by that pipe. Use pfNewChan() to create a new
pfChannel and assign it to a pfPipe. pfChannels are automatically assigned to the first
pfPipeWindow of the pfPipe. In the sample program, the following statement creates a
new channel and assigns it to pipe p.
chan = pfNewChan(p);

The pfChannel is automatically placed in the first pfPipeWindow of the pfPipe. A
pfPipeWindow is created automatically if one is not explicitly created with
pfNewPWin().
The simplest configuration uses one pipe, one channel, and one window. You can use
multiple channels in a single pfPipeWindow on a pfPipe, thereby allowing channels to
share hardware resources. Using multiple channels is an advanced topic that is discussed
in the section of this chapter on “Using Multiple Channels.” For now, focus your
attention on understanding the concepts of setting up and using a single channel.
The primary function of a pfChannel is to define the view of a scene. A view is fully
characterized by a viewport, a viewing frustum, and a viewpoint. The following sections
describe how to set up the scene and view for a pfChannel.

Setting Up a Scene
A pfChannel draws the pfScene set by pfChanScene(). A channel can draw only one
scene per frame but can change scenes from frame to frame. Other pfChannel attributes
such as LOD modifications, described in “pfLOD Nodes” in Chapter 3, affect the scene.
A pfChannel also renders an environmental model known as pfEarthSky. A pfEarthSky
defines the method for clearing the channel viewport before rendering the pfScene and
also provides environmental effects, including ground and sky geometry and fog and
haze. A pfEarthSky is attached to a pfChannel by pfChanESky().

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Chapter 2: Setting Up the Display Environment

Setting Up a Viewport
A pfChannel is rendered by a pfPipe into its pfPipeWindow. The screen area that displays
a pfChannel’s view is determined by the origin and size of the window and the channel
viewport specified by pfChanViewport. The channel viewport is relative to the lower left
corner of the window and ranges from 0 to 1. By default, a pfChannel viewport covers
the entire window.
Suppose that you want to establish a viewport that is one-quarter of the size of the
window, located in the lower left corner of the window. Use pfChanViewport(chan, 0.0,
0.25, 0.0, 0.25) to set up the one-quarter window viewport for the channel chan.
You can then set up other channels to render to the other three-quarters of the window.
For example, you can use four channels to create a four-way view for an architectural or
CAD application. See “Using Multiple Channels” on page 40 to learn more about
multiple channels.

Setting Up a Viewing Frustum
A viewing frustum is a truncated pyramid that defines a viewing volume. Everything
outside this volume is clipped, while everything inside is projected onto the viewing
plane for display. A frustum is defined by
•

field-of-view (FOV) in the horizontal and vertical dimensions

•

near and far clipping planes

A viewing frustum is created by the intersections of the near and far clipping planes with
the top, bottom, left, and right sides of the infinite viewing volume formed by the FOV
and aspect ratio settings. The aspect ratio is the ratio of the vertical and horizontal
dimensions of the FOV.
Figure 2-4 shows the parameters that define a symmetric viewing frustum. To establish
asymmetric frusta refer to the pfChannel(3pf) or pfFrustum(3pf) reference pages for
further details.

32

Using Channels

Horizontal FOV
x

Top

Far

Left
t

igh

Near

e
Lin

of s

y

Vertical FOV
Right
Bottom

Eyepoint
Aspect Ratio =

Figure 2-4

y
x

=

tan(vertical FOV/2)
tan(horizontal FOV/2)

Symmetric Viewing Frustum

The viewing frustum is called symmetric when the vertical half-angles are equal and the
horizontal half-angles are equal.
Field-of-View

The FOV is the angular width of view. Use pfChanFOV(chan, horiz, vert) to set up
viewing angles in IRIS Performer. The quantities horiz and vert are the total horizontal
and vertical fields of view in degrees; usually you specify one and let IRIS Performer
compute the other. If you’re specifying one angle, pass any amount less than or equal to
zero, or greater than or equal to 180, as the other angle. IRIS Performer automatically
computes the unspecified FOV angle to fit the pfChannel viewport using the aspect-ratio
preserving relationship
tan(vert/2) / tan(horiz/2) = aspect ratio

33

Chapter 2: Setting Up the Display Environment

That is, the ratio of the tangents of the vertical and horizontal half-angles is equal to the
aspect ratio. For example, if horiz is 45 degrees and the channel viewport is twice as wide
as it is high (so the aspect ratio is 0.5), then the vertical field-of-view angle, vert, is
computed to be 23.4018 degrees. If both angles are unspecified, pfChanFOV() assumes a
default value of 45 degrees for horiz and computes the value of vert as described.
Clipping Planes

Clipping planes define the near and far boundaries of the viewing volume. These
distances describe the extent of the visual range in the view, because geometry outside
these boundaries is clipped, meaning that it isn’t drawn.
Use pfChanNearFar(chan, near, far) to specify the distance along the line of sight from
the viewpoint to the near and far planes that bound the viewing volume. These clipping
planes are perpendicular to the line of sight. For the best visual acuity, choose these
distances so that near is as far away as possible from the viewpoint and far is as close as
possible to the viewpoint. Minimizing the range between near and far provides more
resolution for distance comparisons and fog computations.

Setting Up a Viewpoint
A viewpoint describes the position and orientation of the viewer. It is the origin of the
viewing location, the direction of the line of sight from the viewer to the scene being
viewed, and an up direction. The default viewpoint is at the origin (0, 0, 0) looking along
the +Y axis, with +Z up and +X to the right.
Use pfChanView(chan, point, dir) to define the viewpoint for the pfChannel identified
by chan. Specify the view origin for point in x, y, z world coordinates. Specify the view
direction for dir in degrees by giving the degree measures of the three Euler angles:
heading, pitch, and roll.
Heading is a rotation about the z axis, pitch is a rotation about the x axis, and roll is a
rotation about the y axis. The value of dir is the product of the rotations ROTy(roll) ∗
ROTx(pitch) ∗ ROTz(heading), where ROTa(angle) is a rotation matrix about axis a of angle
degrees.

34

Using Channels

Angles have not only a degree value, but also a sense, + or –, indicating whether the
direction of rotation is clockwise or counterclockwise. Because different systems follow
different conventions, it is very important to understand the sense of the Euler angles as
they are defined by IRIS Performer. IRIS Performer follows the right-hand rule. According
to the right-hand rule, counterclockwise rotations are positive. This means that a rotation
about the x axis by +90 degrees shifts the +Y axis to the +Z axis, a rotation about the y
axis by +90 degrees shifts the +Z axis to the +X axis, and a rotation about the z axis by
+90 degrees shifts the +X axis to the +Y axis.
Figure 2-5 shows a toy plane (somewhat reminiscent of the Ryan S-T) at the origin of a
coordinate system with the angles of rotation labeled for heading, pitch, and roll. The
arrows show the direction of positive rotation for each angle.
Z

+ Heading

Y
X

Figure 2-5

+ Roll
+ Pitch

Heading, Pitch, and Roll Angles

A roll motion tips the wings from side to side. A pitch motion tips the nose up or down.
A yaw motion steers the plane, changing its heading. Accurate readings of these angles
are critical information for a pilot during a flight, and a thorough understanding of how
the angles function together is required for creation of an accurate flight simulation
visual with IRIS Performer. The same is also true of marine and other vehicle
simulations.

35

Chapter 2: Setting Up the Display Environment

Alternatively, you can use pfChanViewMat(chan, mat) to create a 4x4 homogeneous
matrix mat that defines the view coordinate system for channel chan. The upper left 3x3
submatrix defines the coordinate system axes, and the bottom row vector defines the
origin of the coordinate system. The matrix must be orthonormal, or the results will be
undefined. You can construct matrices using tools in the libpr library.
The origin and heading, pitch, and roll angles, or the view matrix, create a complete view
specification. The view specification can locate the eyepoint frame-of-reference origin at
any point in world coordinates. The gaze vector, the eye’s +Y axis, can point in any
direction. The up vector, the eye’s +Z axis, can point in any direction perpendicular to the
gaze vector.
You can query the system for the view and eyepoint-direction values with
pfGetChanView(), or obtain the view matrix directly with pfGetChanViewMat().
The view direction can be modified by one or more offsets, relative to the eyepoint
frame-of-reference. View offsets are useful in situations where several channels render
the same scene into adjacent displays for a wider field-of-view or higher resolution.
Offsets are also used for multiple viewer perspectives, such as pilot and copilot views.
Use pfChanViewOffsets(chan, xyz, hpr) to specify additional translation and rotation
offsets for the viewpoint and direction; xyz specifies a translation vector and hpr specifies
a heading/pitch/roll rotation vector. Viewing offsets are automatically added each
frame to the view direction specified by pfChanView() or pfChanViewMat().
For example, to create three different perspectives of the same scene as displayed by
three windows in an airplane cockpit, use azimuth offsets of 45, 0, and -45 for left,
middle, and right views. To create vertical view groups such as might be seen through
the windscreen of a helicopter, use both azimuth and elevation offsets. Once the view
offsets have been set up, you need only set the view once per frame. View offsets are
applied after the eyepoint position and gaze direction have been established. As with the
other angles, be aware that the conventions for measuring azimuth and elevation angles
vary between graphics systems, so you should verify that the sense of the angles is
correct.

Example of Channel Use
Example 2-2 shows how to use various pfChannel-related functions. The code is derived
from IRIS Performer sample programs.

36

Using Channels

Example 2-2

Using pfChannels

main()
{
pfInit();
...
pfConfig();
...
InitScene();
InitPipe();
InitChannel();
/* Application main loop */
while(!SimDone())
{
...
}
}
void InitChannel(void)
{
pfChannel *chan;
chan = pfNewChan(pfGetPipe(0));
/* Set the callback routines for the pfChannel */
pfChanTravFunc(chan, PFTRAV_CULL, CullFunc);
pfChanTravFunc(chan, PFTRAV_DRAW, DrawFunc);
/* Attach the visual database to the channel */
pfChanScene(chan, ViewState->scene);
/* Attach the EarthSky model to the channel */
pfChanESky(chan, ViewState->eSky);
/* Initialize the near and far clipping planes */
pfChanNearFar(chan, ViewState->near, ViewState->far);
/* Vertical FOV is matched to window aspect ratio. */
pfChanFOV(chan, 45.0f/NumChans, -1.0f);
/* Initialize the viewing position and direction */
pfChanView(chan, ViewState->initView.xyz,
ViewState->initView.hpr);
}

37

Chapter 2: Setting Up the Display Environment

/* CULL PROCESS CALLBACK FOR CHANNEL*/
/* The cull function callback. Any work that needs to be
* done in the cull process should happen in this function.
*/
void
CullFunc(pfChannel * chan, void *data)
{
static long first = 1;
if (first)
{
if ((pfGetMultiprocess() & PFMP_FORK_CULL) &&
(ViewState->procLock & PFMP_FORK_CULL))
pfuLockDownCull(pfGetChanPipe(chan));
first = 0;
}
PreCull(chan, data);
pfCull();

/* Cull to the viewing frustum */

PostCull(chan, data);
}
/* DRAW PROCESS CALLBACK FOR CHANNEL*/
/* The draw function callback. Any graphics functionality
* outside IRIS Performer must be done here. I/O with pure * IRIS GL
devices must happen here.
*/
void
DrawFunc(pfChannel *chan, void *data)
{
PreDraw(chan, data);
/* Clear the viewport, etc. */
pfDraw();

/* Render the frame */

/* draw HUD, read IRIS GL devices, or whatever else needs
* to be done post-draw.
*/
PostDraw(chan, data);
}

38

Controlling the Video Output

Controlling the Video Output
You use pfPipeVideoChannel to query and control the configuration of a hardware video
channel. The methods allow you to, for example, query or specify the origin and size of
the video output and scale the display.
By default, all pfVideoChannels on a pfPipe use the first entire video channel on the
screen selected by the pfPipe. Each pfPipeWindow initially has a default
pfPipeVideoChannel already assigned to it. When pfChannels are added to
pfPipeWindows, they will be using, by default, this first pfPipeVideoChannel. You can
get a pfPipeVideoChannel of a pfPipeWindow with pfGetPWinPVChan() and
specifying the index of the pfPipeVideoChannel on the pfPipeWinow; the initial default
one will be at index 0. You can then reconfigure this pPipeVideoChannel to select a
different video channel or change the attributes of the selected video channel. You can
create a pfPipeVideoChannel with pfNewPVChan(). To use this for a given pfChannel,
you must add it to a pfPipeWindow that will cover the screen area of the desired video
channel. When a pfPipeVideoChannel is added to a pfPipeWindow with
pfAddPWinPVChan(), the index into the pfPipeWindow list of video channels is
returned and by default the pfPipeVideoChannel will get the next active hardware video
channel after the previous pfPipeVideoChannel on that pfPipeWindow. You can
explicitly select the hardware video channel with pfPVChanId(). The pfChannel will
then reference this pfPipeVideoChannel through the index that you got back from
pfAddPWinPVChan() and assign to the pfChannel with pfChanPWinPVChanIndex().
pvc = pfNewPVChan(p);
pvcIndex = pfPWinAddPVChan(pw, pvc);
pfChanPWinPVChanIndex(chan, pvcIndex);

Note that the screen of the pfPipe must be known to fully specify the desired video
channel. Queries on the pfPipeVideoChannel will return values indicating unknown
configuration until the screen is known. The screen can be determined by IRIS Performer
when the window is opened in the DRAW process but you can also explicitly set the
screen of the pfPipe with pfPipeScreen().
You can also get to the hardware video channel structure, pfVideoChannelInfo(), for
more configuration options, such as reading gamma data or even a specific video format.
For more information on pfPipeWindows and pfPipeVideoChannels, see Chapter 12,
“pfPipeWindows and pfPipeVideoChannels.”

39

Chapter 2: Setting Up the Display Environment

Using Multiple Channels
Each rendering pipeline can render multiple channels with multiple
pfPipeVideoChannels to a single pfPipeWindows. Multiple pfPipeWindows can also be
used but at the cost of some additional processing overhead. The pfChannel is assigned
to the proper pfPipeWindow and selects its pfPipeVideoChannel from that
pfPipeWindow. The pfChannel must also have a viewport, set with pfChanViewport(),
that covers the proper window area to match that of the desired pfPipeVideoChannel.
Each channel represents an independent viewpoint into either a shared or an
independent visual database. Different types of application can have vastly different
pipeline-window-channel configurations. This section describes two extremes: visual
simulation applications where there is typically one window per pipeline, and highly
interactive uses that require dynamic window and channel configuration.

One Window per Pipe, Multiple Channels per Window
Often there will is a single channel associated with each pipeline, as shown in the top half
of Figure 2-6. This section describes two important uses for multiple-channel support—
multiple pipelines per system and multiple windows per pipeline—the second of which
is illustrated in the bottom half of Figure 2-6.

40

Using Multiple Channels

Single Channel

Frame Buffer

Pipeline
Display
Device

Channel 0

Multiple Channel

Frame Buffer
Channel 0
Channel 1
Pipeline

Channel n−1

Display
Device

Figure 2-6

Single-Channel and Multiple-Channel Display

41

Chapter 2: Setting Up the Display Environment

One situation that requires multiple channels occurs when inset views must appear
within an image. A simple example of this application is a driving simulator in which the
screen image represents the view out the windshield. If a rear-view mirror is to be drawn,
it must overlay the main forward view to provide a separate view of the same database
within the borders of the simulated mirror’s frame.
Channels are physically rendered in the order that they are assigned to a pfPipeWindow
on their parent pfPipe. Channels, upon creation, are assigned to the end of the channel
list of the first window of their pfPipe. In the driving simulator example, creating pipes
and channels with the following structure creates two channels on a single shared
pipeline:
pipeline = pfGetPipe(0);
frontView = pfNewChan(pipeline);
rearView = pfNewChan(pipeline);

In this case, IRIS Performer’s actual drawing order becomes:
1.

Clear frontView.

2. Draw frontView.
3. Clear rearView.
4. Draw rearView.
This default ordering results in the rear-view mirror image always overlaying the
front-view image, as desired. You can control and re-order the drawing of channels
within a pfPipeWindow with the pfInsertChan(pwin, where, chan) and
pfMoveChan(pwin, where, chan) routines. More details about multiple channels and
multiple window are discussed in the next section.
When the host has multiple Geometry Pipelines, as supported on Onyx RealityEngine2
systems, you can create a pfPipe and pfChannel pair for each hardware pipeline. The
following code fragment illustrates a two-channel, two-pipeline configuration:
leftPipe = pfGetPipe(0);
leftView = pfNewChan(leftPipe);
rightPipe = pfGetPipe(1);
rightView = pfNewChan(rightPipe);

This configuration forms the basis for a high-performance stereo display system, since
there is a hardware pipeline dedicated to each eye and rendering occurs in parallel.

42

Using Multiple Channels

The two-channel stereo-view application described in this example and the inset-view
application described in the previous example can be combined to provide stereo views
for a driving simulator with an inset rear-view mirror. The correct management of each
eye’s viewpoint and the mirror reflection helps provide a convincing sense of physical
presence within the vehicle.
The third common multiple-channel situation involves support for multiple video
outputs per pipeline. To do this, first associate each pipeline with a set of nonoverlapping
channels, one for each desired view. Next, use one of the following video-splitting
methods:
•

Use the multi-channel hardware options, available from Silicon Graphics, for
systems such as the 8 channel Display Generator(DG) for Onyx2 InfiniteReality,
where you can create up to eight independent video outputs from a single Graphics
Pipeline, with each video output corresponding to one of the tiled channels. The
OCTANE video option supports four video outputs and the RealityEngine2
Multi-Channel Option supports six video channels per Graphics Pipeline.

•

Connect multiple video monitors in series to a single pipeline’s video output.
Because each monitor receives the same display image, a masking bezel is used to
obscure all but the relevant portion of each display surface.

The three multiple-channel concepts described here can be used in combination. For
example, use of three InfiniteReality pipelines, each equipped with the 8 channel DG ,
allows creation of up to 24 independent video displays. The channel-tiling method can
also be used for some or all of these displays.
Example 2-3 shows how to use multiple channels on separate pipes.
Example 2-3

Multiple Channels, One Channel per Pipe

pfChannel *Chan[MAX_CHANS];
void InitChannel(int NumChans)
{
/* Initialize each channel on a separate pipe */
for (i=0; i< NumChans; i++)
Chan[i] = pfNewChan(pfGetPipe(i));
...
/* Make channel n/2 the master channel (can be any
* channel).
*/

43

Chapter 2: Setting Up the Display Environment

ViewState->masterChan = Chan[NumChans/2];
{
long share;
/* Get the default channel-sharing mask */
share = pfGetChanShare(ViewState->masterChan);
/* Add in the viewport share bit */
share |= PFCHAN_VIEWPORT;
if (GangDraw)
{
/* add GangDraw to channel share mask */
share |= PFCHAN_SWAPBUFFERS_HW;
}
pfChanShare(ViewState->masterChan, share);
}
/* Attach channels */
for (i=0; i< NumChans; i++)
if (Chan[i] != ViewState->masterChan)
pfAttachChan(ViewState->masterChan, Chan[i]);
...
/* Continue with channel initialization */
}

Using Channel Groups
In many multiple-channel situations, including the examples described in the previous
section, it is useful for channels to share certain attributes. For the three-channel cockpit
scenario, each pfChannel shares the same eyepoint while the left and right views are
offset using pfChanViewOffsets(). IRIS Performer supports the notion of channel groups,
which facilitate attribute sharing between channels.
pfChannels can be gathered into channel groups that share like attributes. A channel
group is created by attaching one pfChannel to another, or to an existing channel group.
Use pfAttachChan() to create a channel group from two channels or to add a channel to
an existing channel group. Use pfDetachChan() to remove a pfChannel from a channel
group.

44

Using Channel Groups

A channel share mask defines shared attributes for a channel group. The attribute tokens
listed in Table 2-1 are bitwise OR-ed to create the share mask.
Table 2-1

Attributes in the Share Mask of a Channel Group

Token

Shared Attributes

PFCHAN_FOV

Horizontal and vertical fields of view

PFCHAN_VIEW

View position and orientation

PFCHAN_VIEW_OFFSETS

(x, y, z) and (heading, pitch, roll) offsets of the view direction

PFCHAN_NEARFAR

Near and far clipping planes

PFCHAN_SCENE

All channels display the same scene

PFCHAN_EARTHSKY

All channels display the same earth/sky model

PFCHAN_STRESS

All channels use the same stress filter

PFCHAN_LOD

All channels use the same LOD modifiers

PFCHAN_SWAPBUFFERS

All channels swap buffers at the same time

PFCHAN_SWAPBUFFERS_HW Synchronize swap buffers for channels on different graphics
pipelines

Use pfChanShare() to set the share mask for a channel group. By default, channels share
all attributes except PFCHAN_VIEW_OFFSETS. When you add a pfChannel to a channel
group, it inherits the share mask of that group.
A change to any shared attribute is applied to all channels in a group. For example, if you
change the viewpoint of a pfChannel that shares PFCHAN_VIEW with its group, all
other pfChannels in the group will acquire the same viewpoint.
Two attributes are particularly important to share in adjacent-display multiple-channel
simulations: PFCHAN_SWAPBUFFERS and PFCHAN_LOD. PFCHAN_LOD ensures
that geometry that straddles displays is drawn the same way in each channel. In this case,
all channels will use the same LOD modifier when rendering their scenes so that LOD
behavior is consistent across channels. PFCHAN_SWAPBUFFERS ensures that channels
refresh the display with a new frame at the same time. pfChannels in different pfPipes
that share PFCHAN_SWAPBUFFERS_HW will frame-lock the graphics pipelines
together.

45

Chapter 2: Setting Up the Display Environment

Example 2-4 illustrates the use of multiple channels and channel-sharing.
Example 2-4

Channel-Sharing

pfChannel *Chan[MAX_CHANS];
main()
{
pfInit();
...
/* Set number of pfPipes desired.
* BEFORE CALLING pfConfig().
*/
pfMultipipe(NumPipes);
...
pfConfig();
...
InitScene();

THIS MUST BE DONE

InitChannels();
pfFrame();
/* Application main loop */
while(!SimDone())
{
...
}
}
void InitChannel(int NumChans)
{
/* Initialize all channels on pipe 0 */
for (i=0; i< NumChans; i++)
Chan[i] = pfNewChan(pfGetPipe(0));
...
/* Make channel n/2 the master channel (can be any
* channel).
*/
ViewState->masterChan = Chan[NumChans/2];
...

46

Using Channel Groups

/* Attach all Channels as slaves to the master channel */
for (i=0; i< NumChans; i++)
if (Chan[i] != ViewState->masterChan)
pfAttachChan(ViewState->masterChan, Chan[i]);
pfSetVec3(xyz, 0.0f, 0.0f, 0.0f);
/* Set each channel’s viewing offset. In this case use
* many channels to create one multichannel contiguous
* frustum with a 45˚ field of fiew.
*/
for (i=0; i < NumChans; i++)
{
float fov = 45.0f/NumChans;
pfSetVec3(hpr, (((NumChans - 1) * 0.5f) - i) * fov,
0.0f, 0.0f);
pfChanViewOffsets(Chan[i], xyz, hpr);
}
...
/* Now, just configure the master channel and all of the
* other channels will share those attributes.
*/
chan = ViewState->masterChan;
pfChanTravFunc(chan, PFTRAV_CULL, CullFunc);
pfChanTravFunc(chan, PFTRAV_DRAW, DrawFunc);
pfChanScene(chan, ViewState->scene);
pfChanESky(chan, ViewState->eSky);
pfChanNearFar(chan, ViewState->near, ViewState->far);
pfChanFOV(chan, 45.0f/NumChans, -1.0f);
pfChanView(chan, ViewState->initView.xyz,
ViewState->initView.hpr);
...
}

47

Chapter 2: Setting Up the Display Environment

Multiple Channels and Multiple Windows
For some interactive applications, you may want to be able to dynamically control the
configuration of Channels and Windows. IRIS Performer allows you to dynamically
create, open, and close windows. You can also move channels amongst the windows of
the shared parent pfPipe, and re-order channels within a pfPipeWindow. Channels can
be appended to the end of a pfPipeWindow channel list with pfAddChan() and removed
with pfRemoveChan(). A channel can only be attached to one pfPipeWindow — no
instancing of pfChannels is allowed. When a pfChannel is put on a pfPipeWindow, it is
automatically deleted from its previous pfPipeWindow. A channel that is not assigned to
a pfPipeWindow is not drawn (though it may still be culled).
You can control and re-order the drawing of channels within a pfPipeWindow with the
pfInsertChan(pwin, where, chan) and pfMoveChan(pwin, where, chan) routines. Both
of these routines do a type of insertion: pfInsertChan() will add chan to pwin’s channel
list in front of the channel in the list at location where. pfMoveChan() will delete chan
from it’s old location and move it to where in pwin’s channel list.
If you have pfChannels in different pfPipeWindows or pfPipes that are supposed to
combine to form a continuous scene, you will want to ensure that both the vertical retrace
and doublebuffering of these windows is synchronized. This is required for both
reasonable performance and visual quality. Use the genlock(7) system video feature to
ensure that the verticial retraces of different graphics pipelines are synchronized. To
synchronize double buffering, you want to either specify
PFCHAN_SWAPBUFFERS_HW in the share mask of the pfChannels and put the
pfChannels in a share group, or else create a pfPipeWindow swap group, discussed in
Chapter 12, “pfPipeWindows and pfPipeVideoChannels.”

48

Chapter 3

“Nodes and Node Types”

This chapter describes the structure of IRIS Performer’s scene-definition
databases and component data types.

Chapter 3

3. Nodes and Node Types

A scene graph holds the data that defines a virtual world. The scene graph includes
low-level descriptions of object geometry and their appearance, as well as higher-level,
spatial information, such as specifying the positions, animations, and transformations of
objects, as well as additional application-specific data.
Scene graph data is encapsulated in many different types of nodes. One node might
contain the geometric data of an object; another node might contain the transformation
for that object to orient and position it in the virtual world. The nodes are associated in a
hierarchy that is an adirected, acyclic graph. IRIS Performer and your application can act
on the scene graph to perform various complex operations efficiently, such as database
intersection and rendering scenes.
This chapter focuses on the data types themselves rather than instances of those types.
Chapter 4, “Database Traversal,” discusses traversing sample scene graphs in terms of
actual objects rather than abstract data types.

Nodes
A scene is represented by a graph of nodes. A node is a subclass of pfNode. Only nodes
can be in scene graphs and have child nodes. In general, nodes either contain descriptive
information about scene graph geometry, or they create groups and hierarchies of nodes.
Many classes, such as pfEngine and pfFlux, that are not nodes can interact with nodes.

Attribute Inheritance
The basic element of a scene hierarchy is the node. While IRIS Performer supplies many
specific types of nodes, it also uses a concept called class inheritance, which allows
different node types to share attributes. An attribute is a descriptive element of geometry
or its appearance.

51

Chapter 3: Nodes and Node Types

pfNode

IRIS Performer’s node hierarchy begins with the pfNode class, as shown in Figure 3-1.

pfNode

pfGeode

pfText

pfGroup

pfASD

pfLightSource

pfBillboard

pfScene

pfPartition

pfLayer

pfLOD

pfSCS

pfFCS

Figure 3-1

pfSwitch

pfSequence

pfDCS

Nodes in the IRIS Performer Hierarchy

All node types are derived from pfNode; they inherit pfNode’s attributes and the libpf
routines for setting and getting attributes. In general, a node type inherits the attributes
and routines of all its parent nodes in the type hierarchy.

52

Nodes

Table 3-1 lists the basic node class and gives a simple description for each node type.
Table 3-1

IRIS Performer Node Types

Node Type

Node Class

Description

pfNode

Abstract

Basic node type

pfGroup

Branch

Groups zero or more children

pfScene

Root

Parent of the visual database

pfSCS

Branch

Static Coordinate System

pfDCS

Branch

Dynamic Coordinate System

pfFCS

Branch

Flux Coordinate System

pfSwitch

Branch

Selects among multiple children

pfSequence

Branch

Sequences through its children

pfLOD

Branch

Level-of-detail node

pfLayer

Branch

Renders coplanar geometry

pfLightSource

Leaf

Contains specifications for a light source

pfGeode

Leaf

Contains geometric specifications

pfBillboard

Leaf

Rotates geometry to face the eyepoint

pfPartition

Branch

Partitions geometry for efficient intersections

pfText

Leaf

Renders 2D and 3D text

pfASD

Leaf

Controls transition between LOD levels.

pfNode
As shown in Figure 3-1, all libpf nodes are arranged in a type hierarchy, which defines the
inheritance of functionality. A pfNode is an abstract class, meaning that a pfNode can
never be explicitly created by an application, and all other nodes inherit the functionality
of pfNode.. Its purpose is to provide a root to the type hierarchy and to define the
attributes that are common to all node types.

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Chapter 3: Nodes and Node Types

pfNode Attributes

The following pfNode attributes are inherited by all other libpf node types:
•

Node name

•

Parent list

•

Bounding geometry

•

Intersection and traversal masks

•

Callback functions and data

•

User data

Bounding geometry, intersection masks, user data, and callbacks are advanced topics
that are discussed in Chapter 4, “Database Traversal.”
The routines that set, get, and otherwise manipulate these attributes can be used by all
libpf node types, as indicated by the keyword ‘Node’ in the routine names. Nodes used
as arguments to pfNode routines must be cast to pfNode* to match parameter
prototypes, as shown in this example:
pfNodeName((pfNode*) dcs, "rotor_rotation");

However, you usually don’t need to do this casting explicitly. When you use the C API
and compile with the –ansi flag (which is the usual way to compile IRIS Performer
applications), libpf provides macro wrappers around pfNode routines that automatically
perform argument casting for you. When you use the C++ API, such type casting is not
necessary.
pfNode Operations

In addition to sharing attributes, certain basic operations are provided for all node types.
They include:

54

New

Create and return a handle to a new node.

Get

Get node attributes.

Set

Set node attributes.

Find

Find a node based on its name.

Print

Print node data.

Nodes

Copy

Copy node data.

Delete

Delete a node.

The Set operation is implied in the node attribute name. The names of the
attribute-getting functions contain the string “Get”.
An Example of Scene Creation

Example 3-1 illustrates the creation of a scene that includes two different kinds of
pfNodes. (For information about pfScene nodes, see “pfScene Nodes” on page 63; for
information about pfDCS nodes, see “pfDCS Nodes” on page 64.)
Example 3-1

Making a Scene

pfScene *scene;
pfDCS *dcs1, *dcs2;
scene = pfNewScene();
dcs1 = pfNewDCS();
dcs2 = pfNewDCS();
pfCopy(dcs2, dcs1);

/* Create a new scene node */
/* Create a new DCS node */
/* Create a new DCS node */
/* Copy all node attributes */
/*
from dcs1 to dcs2 */
pfNodeName(scene, "Scene_Graph_Root"); /* Name scene node */
pfNodeName(dcs1,"DCS_1");
/* Name dcs1 */
pfNodeName(dcs2,"DCS_2");
/* Name dcs2 */
...
/* Use a pfGet*() routine to determine node name */
printf("Name of first DCS node is %s.", pfGetNodeName(dcs1));
...
/* Recursively free this node if it’s no longer referenced */
pfDelete(scene);
...

pfGroup
In addition to inheriting the pfNode attributes described in the “pfNode” section of this
chapter, a pfGroup also maintains a list of zero or more child nodes that are accessed and
manipulated using group operators. Children of a pfGroup can be either branch or leaf
nodes. Traversals process the children of a pfGroup in left-to-right order.

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Chapter 3: Nodes and Node Types

Table 3-2 lists the pfGroup functions, with a description and a visual interpretation of
each.
Table 3-2

pfGroup Functions

Function Name

Description

pfAddChild(group, child)

Appends child to the list for group.

Diagram

pfInsertChild(group, index, child) Inserts child before the child whose
place in the list is index.

pfRemoveChild(group, child)

index = 2

Detaches child from the list and
shifts the list to fill the vacant spot.
Returns 1 if child was removed.
Returns 0 if child was not found in
the list. Note that the “removed”
node is only detached, not deleted.
.

pfGetNumChildren(group)

Returns the number of children in
group.
4

pfGroup nodes can organize a database hierarchy either logically or spatially. For
example, if your database contains a model of a town, a logical organization might be to
group all house models under a single pfGroup. However, this kind of organization is
less efficient than a spatial organization, which arranges geometry by location. A spatial
organization improves culling and intersection performance; in the example of the town,
spatial organization would consist of grouping houses with their local terrain geometry
instead of with each other. Chapter 4 describes how to spatially organize your database
for best performance.

56

Nodes

The code fragment in Example 3-2 illustrates building a hierarchy using pfGroup nodes.
Example 3-2

Hierarchy Construction Using Group Nodes

scene = pfNewScene();
/* The following loop constructs a sample hierarchy by
* adding children to several different types of group
* nodes. Notice that in this case the terrain was broken
* up spatially into a 4x4 grid, and a switch node is used
* to cause only one vehicle per terrain node to be
* traversed.
*/
for(j = 0; j < 4; j++)
for(i = 0; i < 4; i++)
{
pfGroup *spatial_terrain_block = pfNewGroup();
pfSCS *house_offset = pfNewSCS();
pfSCS *terrain_block_offset = pfNewSCS();
pfDCS *car_position = pfNewDCS();
pfDCS *tank_position = pfNewDCS();
pfDCS *heli_position = pfNewDCS();
pfSwitch *current_vehicle_type;
pfGeode *heli, *car, *tank;
pfAddChild(scene, spatial_terrain_block);
pfAddChild(spatial_terrain_block,
terrain_block_offset);
pfAddChild(spatial_terrain_block, house_offset);
pfAddChild(spatial_terrain_block,
current_vehicle_type);
pfAddChild(current_vehicle_type, car_position);
pfAddChild(current_vehicle_type, tank_position);
pfAddChild(current_vehicle_type, heli_position);
pfAddChild(car_position, car);
pfAddChild(tank_position, tank);
pfAddChild(heli_position, heli);
}
...
/* The following shows how one might use IRIS Performer to
* manipulate the scene graph at run time by adding and
* removing children from branch nodes in the scene graph.

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Chapter 3: Nodes and Node Types

*/
for(j = 0; j < 4; j++)
for(i = 0; i < 4; i++)
{
pfGroup *this_terrain;
this_terrain = pfGetChild(scene, j*4 + i);
if (pfGetNumChildren(this_terrain) > 2)
this_tank = pfGetChild(this_terrain, 2);
if (is_tank_disable(this_tank))
{
pfRemoveChild(this_terrain, this_tank);
pfAddChild(disabled_tanks, this_tank);
}
}
...

Working With Nodes
This section describes the basic concepts involved in working with nodes. It explains
how shared instancing can be used to create multiple copies of an object, and how changes
made to a parent node propagate down to its children. A sample program that illustrates
these concepts is presented at the end of the chapter.

Instancing
A scene graph is typically constructed at application initialization time by creating and
adding new nodes to the graph. If a node is added to two or more parents it is termed
instanced and is shared by all its parents. Instancing is a powerful mechanism that saves
memory and makes modeling easier. libpf supports two kinds of instancing, which are
described in the following sections.
Shared Instancing

Shared instancing is the result of simply adding a node to multiple parents. If an
instanced node has children, then the entire subgraph rooted by the node is considered
to be instanced. Each parent shares the node; thus, modifications to the instanced node
or its subgraph are experienced by all parents. Shared instances can be nested—that is,
an instance can itself instance other nodes.

58

Working With Nodes

In the following sample code, group0 and group1 share a node:
pfAddChild(group0, node);
pfAddChild(group1, node);

Figure 3-2 shows the structure created by this code. Before the instancing operation, the
two groups and the node to be shared all exist independently, as shown in the left portion
of the figure. After the two function calls shown above, the two groups both reference the
same shared hierarchy. (If the original groups referenced other nodes, those nodes would
remain unchanged.) Note that each of the group nodes considers the shared hierarchy to
be its own child.
Group 1
Group 1

Group 0

Group 0

n

Figure 3-2

n

Shared Instances

Cloned Instancing

In many situations shared instancing isn’t desirable. Consider a subgraph that represents
a model of an airplane with articulations for ailerons, elevator, rudder, and landing gear.
Shared instances of the model result in multiple planes that share the same articulations.
Consequently, it’s impossible for one plane to be flying with its landing gear retracted
while another is on a runway with its landing gear down.

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Chapter 3: Nodes and Node Types

Cloned instancing provides the solution to this problem by cloning—creating new copies
of variable nodes in the subgraph. Leaf nodes containing geometry are not cloned and
are shared to save memory. Cloning the airplane model generates new articulation
nodes, which can be modified independently of any other cloned instance. The cloning
operation, pfClone(), is actually a traversal and is described in detail in Chapter 4.
Figure 3-3 shows the result of cloned instancing. As in the previous figure, the left half of
the drawing represents the situation before the operation, and the right half shows the
result of the operation.

G1

P1

G2

G1

G2

Root

P

D1
P2

Dynamic
coordinate
system

D
A
B

B
C

Figure 3-3

D2
A

Leaf

C

Cloned Instancing

The cloned instancing operation constructs new copies of each internal node of the
shared hierarchy, but uses the same shared instance of all the leaf nodes. In use, this is an
important distinction, because the number of internal nodes may be relatively few, while
the number and content of geometry-containing leaf nodes is often quite extensive.
Nodes G1 and G2 in Figure 3-3 are the groups that form the root nodes after the cloned
instancing operation is complete. Node P is the parent or root node of the instanced
object, and D is a dynamic coordinate system contained within it. Nodes A, B, and C are
the leaf geometry nodes; they are shared rather than copied.

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Working With Nodes

The code in Example 3-3 shows how to create cloned instances.
Example 3-3

Creating Cloned Instances

pfGroup *g1, *g2, *p;
pfDCS *d;
pfGeode *a, *b, *c;
...
/* Create initial instance of scene hierarchy of p under
* group g1: add a DCS to p, then add three pfGeode nodes
* under the DCS.
*/
pfAddChild(g1,p);
pfAddChild(p,d);
pfAddChild(d,a);
pfAddChild(d,b);
pfAddChild(d,c);
...
/* Create cloned instance version of p under g2 */
pfAddChild(g2, pfClone(p,0));
/* Notice that pfGeodes are cloned by instancing rather than
* copying. Also notice that the second argument to
* pfClone() is 0; that argument is currently required by
* IRIS Performer to be zero.
*/
...

Bounding Volumes
libpf uses bounding volumes for culling and to improve intersection performance. libpf
computes bounding volumes for all nodes in a database hierarchy unless the bound is
explicitly set by the application. The bounding volume of a branch node encompasses the
spatial extent of all its children. libpf automatically recomputes bounds when children are
modified.
By default, bounding volumes are dynamic; that is, libpf automatically recomputes them
when children are modified. For instance, in Example 3-4 when the DCS is rotated
nothing more needs to be done to update the bounding volume for g1.

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Chapter 3: Nodes and Node Types

Example 3-4

Automatically Updating a Bounding Volume

pfAddChild(g1,dcs);
pfAddChild(dcs, helicopter);
...
pfDCSRot(dcs, heading+10.0f, pitch,roll);
...
pfDCSRot(dcs, heading, pitch - 5.0f, roll + 2.0f);

In some cases, you may not want bounding volumes to be recomputed automatically. For
example, in a merry-go-round with horses moving up and down, you know that the
horses stay within a certain volume. Using pfNodeBSphere(), you can specify a
bounding sphere within which the horse always remains and tell IRIS Performer that the
bounding volume is “static”—not to be updated no matter what happens to the node’s
children. You can always force an update by setting the bounding volume to NULL with
pfNodeBSphere(), as follows:
pfNodeBSphere(node, NULL, NULL, PFBOUND_STATIC);

At the lowest level, within pfGeoSets, bounding volumes are maintained as
axially-aligned boxes. When you add a pfGeoSet to a pfGeode or directly invoke
pfGetGSetBBox() on the pfGeoSet, a bounding box is created for the pfGeoSet. Neither
the bounding box of the pfGeoSet nor the bounding volume of the pfGeode is updated
if the geometry changes inside the pfGeoSet. You can force an update by setting the
pfGeoSet bounding box and then the pfGeode bounding volume to a NULL bounding
box, as follows:
•

Recompute the pfGeoSet bounding box from the internal geometry:
pfGSetBBox(gset, NULL);

•

Recompute the pfGeode bounding volume from the bounding boxes of its
pfGeoSets:
pfNodeBSphere(geode, NULL, PFBOUND_DYNAMIC);

62

Node Types

Node Types
This section describes the node types and the functions for working with each node type.
For more information about pfLPointState and pfLightSource, see Chapter 6, “Creating
Visual Effects.”

pfScene Nodes
A pfScene is a root node that is the parent of a visual database. Use pfNewScene() to
create a new scene node. Before the scene can be drawn, you must call
pfChanScene(channel, scene) to attach it to a pfChannel.
Any nodes that are within the graph that is parented by a pfScene are culled and drawn
once the pfScene is attached to a pfChannel. Because pfScene is a group, it uses pfGroup
routines; however, a pfScene cannot be the child of any other node. The following
statement adds a pfGroup to a scene:
pfAddChild(scene, root);

In the simplest case, the pfScene is the only node you need to add. Once you have a
pfPipe, pfChannel, and pfScene, you have all the necessary elements for generating
graphics using IRIS Performer.
pfScene Default Rendering State

pfScene nodes may specify a global pfGeoState that all other pfGeoStates in nodes below
the pfScene will inherit from. Specification of this scene pfGeoState is done via the
function pfSceneGState(). This functionality allows for the subtle optimization of
pushing the most frequently used pfGeoState attributes for a particular scene graph into
a global state and having the individual states inherit these attributes rather than specify
them. This can save IRIS Performer work during culling (by having to ‘unwrap’ fewer
pfGeoStates) and thus possibly increase frame rate.
There are several database utility functions in libpfdu designed to help with this
optimization. pfdMakeSceneGState() returns an ‘optimal’ pfGeoState based on a list of
pfGeoStates. pfdOptimizeGStateList() takes an existing global pfGeoState, a new global
pfGeoState, and a list of pfGeoState’s that should be optimized and cause all attributes
of pfGeoStates in the list of pfGeoStates to be inherited if they are the same as the
attribute in the new global pfGeoState. Lastly pfdMakeSharedScene() will cause this

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Chapter 3: Nodes and Node Types

optimization to happen for all of the pfGeoStates under the pfScene that was passed into
the function. For more information on pfGeoStates see Chapter 8, “Geometry,” which
discusses libpr in more detail. For more information of the creation and optimization of
databases see Chapter 7, “Importing Databases,” which discusses building database
converters and libpfdu.

pfSCS Nodes
A pfSCS is a branch node that represents a static coordinate system. A pfSCS node
contains a fixed modeling transformation matrix that cannot be changed once it is
created. pfSCS nodes are useful for positioning models within a database. For example,
a house that is modeled at the origin should be placed in the world with a pfSCS because
houses rarely move during program execution.
Use pfNewSCS(matrix) to create a new pfSCS using the transformation defined by
matrix. To find out what matrix was used to create a given pfSCS, call pfGetSCSMat().
For best graphics performance, matrices passed to pfSCS nodes (and the pfDCS node
type described in the next section) should be orthonormal (translations, rotations, and
uniform scales). Nonuniform scaling requires renormalization of normals in the graphics
pipe. Projections and other non-affine transformations are not supported.
While pfSCS nodes are useful in modeling, using too many of them can reduce culling,
rendering, and intersection performance. For this reason, libpf provides the pfFlatten()
traversal. pfFlatten() will traverse a scene graph and apply static transformations
directly to geometry to eliminate the overhead associated with managing the
transformations. pfFlatten() is described in detail in Chapter 4, “Database Traversal.”

pfDCS Nodes
A pfDCS is a branch node that represents a dynamic coordinate system. Use a pfDCS
when you want to apply an initial transformation to a node and also change the
transformation during the application. Use a pfDCS to articulate moving parts and to
show object motion.
Use pfNewDCS() to create a new pfDCS. The initial transformation of a pfDCS is the
identity matrix. Subsequent transformations are set by specifying a new transformation
matrix, or by replacing the rotation, scale, or translation in the current transformation
matrix. The pfDCS transforms each child C(i) to C(i)∗Scale∗Rotation∗Translation.

64

Node Types

Table 3-3 lists functions for manipulating a pfDCS, including rotating, scaling, and
translating the children of the pfDCS.
Table 3-3

DCS Transformations

Function Name

Description

pfNewDCS

Create a new pfDCS node.

pfDCSTrans

Set the translation coordinates to x, y, z.

pfDCSRot

Set the rotation transformation to h, p, r.

pfDCSCoord

Rotate and translate by coord.

pfDCSScale

Scale by a uniform scale factor.

pfDCSMat

Use a matrix for transformations.

pfGetDCSMat

Retrieve the current matrix for a given pfDCS.

pfFCS Nodes
A pfFCS is a branch node that represents a flux coordinate system. The transformation
matrix of a pfFCS is contained in the pfFlux which is linked to it. This linkage allows a
pfEngine to animate the matrix of a pfFCS. The linkage also allows multiple pfFCSs to
share the same transform.
Use pfNewFCS(flux) to create a new pfFCS linked to flux.
Table 3-4 lists functions for manipulating a pfFCS. pfFCS, pfFlux, and pfEngine are fully
described in Chapter 14, “Dynamic Data.”
Table 3-4

FCS Functions

Function

Description

pfNewFCS

Create a new pfFCS node.

pfFCSFlux

Link a flux to a given pfFCS.

pfGetFCSFlux

Get a pointer to the flux linked to a given pfFCS.

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Chapter 3: Nodes and Node Types

FCS Functions

Table 3-4 (continued)
Function

Description

pfGetFCSMat

Retrieve the current matrix for a given pfFCS.

pfGetFCSMatPtr

Get a pointer to the current matrix for a given pfFCS.

pfSwitch Nodes
A pfSwitch is a branch node that selects one, all, or none of its children. Use
pfNewSwitch() to return a handle to a new pfSwitch. To select all the children, use the
PFSWITCH_ON argument to pfSwitchVal(). Deselect all the children (turning the
switch off) using PFSWITCH_OFF. To select a single child, give the index of the child
from the child list. To find out the current value of a given switch, call pfGetSwitchVal().
Example 3-5 (in the “pfSequence Nodes” section) illustrates a use of pfSwitch nodes to
control pfSequence nodes.

pfSequence Nodes
A pfSequence is a pfGroup that sequences through a range of its children, drawing each
child for a specified duration. Each child in a sequence can be thought of as a frame in an
animation. A sequence can consist of any number of children, and each child has its own
duration. You can control whether an entire sequence repeats from start to end, repeats
from end to start, or terminates.
Use pfNewSeq() to create and return a handle to a new pfSequence. Once the
pfSequence has been created, use the group function pfAddChild() to add the children
that you want to animate.
Table 3-5 describes the functions for working with pfSequences.
Table 3-5

66

pfSequence Functions

Function

Description

pfNewSeq

Create a new pfSequence node.

pfSeqTime

Set the length of time to display a frame.

pfGetSeqTime

Find out the time allotted for a given frame.

Node Types

Table 3-5 (continued)

pfSequence Functions

Function

Description

pfSeqInterval

Set the range of frames and sequence type.

pfGetSeqInterval

Find out interval parameters.

pfSeqDuration

Control the speed and number of repetitions of the entire sequence.

pfGetSeqDuration

Retrieve speed and repetition information for the sequence.

pfSeqMode

Start, stop, pause, and resume the sequence.

pfGetSeqMode

Find out the sequence’s current mode.

pfGetSeqFrame

Get the current frame.

Example 3-5 demonstrates a possible use of both switches and sequences. First,
sequences are set up to contain animation sequences for explosions, fire, and smoke; then
a switch is used to control which sequences are currently active.
Example 3-5

Using pfSwitch and pfSequence Nodes

pfSwitch *s;
pfSequence *explosion1_seq, *explosion2_seq, *fire_seq,
*smoke_seq;
...
s = pfNewSwitch();
explosion1_seq = pfNewSeq();
explosion2_seq = pfNewSeq();
fire_seq = pfNewSeq();
smoke_seq = pfNewSeq();
pfAddChild(s, explosion1_seq);
pfAddChild(s, explosion2_seq);
pfAddChild(s, fire_seq);
pfAddChild(s, smoke_seq);
pfSwitchVal(s, PFSWITCH_OFF);
...
if (direct_hit)
{
pfSwitchVal(s, PFSWITCH_ON); /* Select all sequences */
/* Set first explosion sequence to go double normal
* speed and repeat 3 times. */

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Chapter 3: Nodes and Node Types

pfSeqMode(explosion1_seq, PFSEQ_START);
pfSeqDuration(explosion1_seq, 2.0f, 3);
/* Set second explosion sequence to display first child
* of sequence for 2 seconds before continuing. */
pfSeqMode(explosion2_seq, PFSEQ_START);
pfSeqTime(explosion2, 0.0f, 2.0f);
/* Set fire to wait on first frame of sequence until .3
* seconds after second explosion. */
pfSeqMode(fire_seq, PFSEQ_START);
pfSeqTime(fire_seq, 0.0f, 2.3f);
/* Set smoke to wait until .1 seconds after fire. */
pfSeqMode(smoke_seq, PFSEQ_START);
pfSeqTime(smoke_seq, 0.0f, 2.4f);
}
else if (explosion && (expl_type == 0))
{
pfSeqMode(explosion1_seq, PFSEQ_START);
pfSwitchVal(s, 0);
}
else if (explosion && (expl_type == 1))
{
pfSeqMode(explosion2_seq, PFSEQ_START);
pfSwitchVal(s, 1);
}
else if (fire_is_burning)
{
pfSeqMode(fire_seq, PFSEQ_START);
pfSwitchVal(s, 2);
}
else if (smoking)
{
pfSeqMode(smoke_seq, PFSEQ_START);
pfSwitchVal(s, 3);
}
else
pfSwitchVal(s, PFSWITCH_OFF);
...

68

Node Types

pfLOD Nodes
A pfLOD is a level-of-detail node. Level-of-detail switching is an advanced concept that
is discussed in Chapter 5, “Frame and Load Control.” A level-of-detail node specifies
how its children are to be displayed, based on the visual range from the channel’s
viewpoint. Each child has a defined range, and the entire pfLOD has a defined center.
Table 3-6 describes the functions for working with pfLODs.
Table 3-6

pfLOD Functions

Function

Description

pfNewLOD

Create a level of detail node.

pfLODRange

Set a range at which to use a specified child node.

pfGetLODRange

Find out the range for a given node.

pfLODCenter

Set the pfLOD center.

pfGetLODCenter

Retrieve the pfLOD center.

pfLODTransition

Set the width of a specified transition.

pfGetLODTransition Get the width of a specified transition.

pfASD Nodes
pfASD nodes handle dynamic generation and morphing of the visible part of a surface
based on multiple LODs. pfASD nodes allow for the smooth LOD transition of large and
complex surfaces, such as large area terrain. For informaton on pfASD nodes, see
Chapter 15, “Active Surface Definition.”

pfLayer Nodes
A pfLayer is a leaf node that resolves the visual priority of coplanar geometry. A pfLayer
allows the application to define a set of base geometry and a set of layer geometry
(sometimes called decal geometry). The base geometry and the decal geometry should be
coplanar, and the decal geometry must lie within the extent of the base polygons.

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Chapter 3: Nodes and Node Types

Table 3-7 describes the functions for working with pfLayers.
Table 3-7

pfLayer Functions

Function

Description

pfNewLayer

Create a pfLayer node.

pfLayerMode

Specify a hardware mode to use in drawing decals.

pfGetLayerMode

Get current mode.

pfLayerBase

Specify the child containing base geometry.

pfGetLayerBase

Find out which child contains base geometry.

pfLayerDecal

Specify the child containing decal geometry.

pfGetLayerDecal

Find out which child contains decal geometry.

pfLayer nodes can be used to overlay any sort of markings on a given polygon and are
important to avoid flimmering. Example 3-6 demonstrates how to display runway
markings as a decal above a coplanar runway. This example uses the performance mode
PFDECAL_BASE_FAST for layering; as described in the pfLayer and pfDecal reference
pages, other available modes are PFDECAL_BASE_HIGH_QUALITY,
PFDECAL_BASE_DISPLACE, and PFDECAL_BASE_STENCIL.
Example 3-6

Marking a Runway With a pfLayer Node

pfLayer *layer;
pfGeode *runway, *runway_markings;
...
/* avoid flimmering of runway and runway_markings */
layer = pfNewLayer();
pfLayerBase(layer, runway);
pfLayerDecal(layer, runway_markings);
pfLayerMode(layer, PFDECAL_BASE_FAST);

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Node Types

pfGeode Nodes
pfGeode is short for geometry node and is the primary node for defining geometry in libpf.
A pfGeode contains a list of geometry structures called pfGeoSets, which are part of the
IRIS Performer libpr library. pfGeoSets encapsulate graphics state and geometry and are
described in the “Geometry Sets” section of Chapter 8, “Geometry.” It is important to
understand that pfGeoSets are not nodes but are simply elements of a pfGeode.
Table 3-8 describes the functions for working with pfGeodes.
pfGeode Functions

Table 3-8
Function

Description

pfNewGeode

Create a pfGeode.

pfAddGSet

Add a pfGeoSet.

pfRemoveGSet

Remove a pfGeoSet.

pfInsertGSet

Insert a pfGeoSet.

pfReplaceGSet

Replace a pfGeoSet.

pfGetGSet

Supply a pointer to the specified pfGeoSet.

pfGetNumGSets

Determine how many pfGeoSets are in the given pfGeode.

Example 3-7 shows how to attach several pfGeoSets to a pfGeode.
Example 3-7

Adding pfGeoSets to a pfGeode

pfGeode *car1;
pfGeoSet *muffler, *frame, *windows, *seats, *tires;
muffler
frame =
seats =
tires =

= read_in_muffler_geometry();
read_in_frame_geometry();
read_in_seat_geometry();
read_in_tire_geometry();

pfAddGSet(car1,
pfAddGSet(car1,
pfAddGSet(car1,
pfAddGSet(car1,
...

muffler);
frame);
seats);
tires);

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Chapter 3: Nodes and Node Types

pfText Nodes
A pfText node is libpf leaf node that contains a set of libpr pfStrings that should be
rendered based on the libpf cull and draw traversals. In this sense a pfText is similar to a
pfGeode except that it renders 3-dimensional text through the libpr pfString and pfFont
mechanisms rather than rendering standard 3-dimensional geometry via libpr pfGeoSet
and pfGeoState functionality. pfText nodes are useful for displaying 3-dimensional text
and other collections of geometry from a fixed index list. Table 3-9 lists the major pfText
functions.
Table 3-9

pfText Functions

Function

Description

pfNewText

Create a pfText.

pfAddString

Add a pfString.

pfRemoveString

Remove a pfString.

pfInsertString

Insert a pfString.

pfReplaceString

Replace a pfString.

pfGetString

Supply a pointer to the specified pfString.

pfGetNumStrings

Determine how many pfStrings are in the given pfText.

Using the pfText facility is easy. Example 3-8 shows how a pfFont is defined, how
pfStrings are created that reference that font, and then how those pfStrings are added to
a pfText node for display. See the description of pfStrings and pfFonts in Chapter 8,
“Geometry,” for information on setting up individual strings to input into a pfText node
Example 3-8

Adding pfStrings to a pfText

int nStrings,i;
char tmpBuf[8192];
char fontName[128];
pfFont *fnt = NULL;
/* Create a new text node
pfText *txt = pfNewText();
/* Read in font using libpfdu utility function */
scanf(“%s”,fontName);
fnt = pfdLoadFont(“type1”,fontName,PFDFONT_EXTRUDED);

72

Node Types

/* Cant render pfText or libpr pfString without a pfFont */
if (fnt == NULL)
pfNotify(PFNFY_WARN,PFNFY_PRINT,
”No Such Font - %s\n”,fontName);
/* Read nStrings text strings from standard input and */
/* Attach them to a pfText */
scanf(“%d”,&nStrings);
for(i=0;i
#include 
#include 
int
main(int argc, char *argv[])
{
pfPipe *pipe;
pfPipeWindow *pw;
pfScene *scene;
pfChannel *chan;
pfCoord view;
float z, s, c;
pfNode *model1, *model2;
pfDCS *node1, *node2;
pfDCS *dcs1, *dcs2, *dcs3, *dcs4;
pfSphere sphere;

79

Chapter 3: Nodes and Node Types

char *file1, *file2;
/* choose default objects of none specified */
file1 = (argc > 1) ? argv[1] : “blob.nff”;
file2 = (argc > 1) ? argv[1] : “torus.nff”;
/* Initialize Performer */
pfInit();
pfFilePath(
“.”
“:./data”
“:../data”
“:../../data”
“:../../../data”
“:../../../../data”
“:/usr/share/Performer/data”);
/* Single thread for simplicity */
pfMultiprocess(PFMP_DEFAULT);
/* Load all loader DSO’s before pfConfig() forks */
pfdInitConverter(file1);
pfdInitConverter(file2);
/* Configure */
pfConfig();
/* Load the files */
if ((model1 = pfdLoadFile(file1)) == NULL)
{
pfExit();
exit(-1);
}
if ((model2 = pfdLoadFile(file2)) == NULL)
{
pfExit();
exit(-1);
}
/* scale models to unit size */
node1 = pfNewDCS();
pfAddChild(node1, model1);
pfGetNodeBSphere(model1, &sphere);
if (sphere.radius > 0.0f)

80

Sample Program

pfDCSScale(node1, 1.0f/sphere.radius);
node2 = pfNewDCS();
pfAddChild(node2, model2);
pfGetNodeBSphere(model2, &sphere);
if (sphere.radius > 0.0f)
pfDCSScale(node2, 1.0f/sphere.radius);
/* Create the hierarchy */
dcs4 = pfNewDCS();
pfAddChild(dcs4, node1);
pfDCSScale(dcs4, 0.5f);
dcs3 = pfNewDCS();
pfAddChild(dcs3, node1);
pfAddChild(dcs3, dcs4);
dcs1 = pfNewDCS();
pfAddChild(dcs1, node2);
dcs2 = pfNewDCS();
pfAddChild(dcs2, node2);
pfDCSScale(dcs2, 0.5f);
pfAddChild(dcs1, dcs2);
scene = pfNewScene();
pfAddChild(scene, dcs1);
pfAddChild(scene, dcs3);
pfAddChild(scene, pfNewLSource());
/* Configure and open GL window */
pipe = pfGetPipe(0);
pw = pfNewPWin(pipe);
pfPWinType(pw, PFPWIN_TYPE_X);
pfPWinName(pw, “IRIS Performer”);
pfPWinOriginSize(pw, 0, 0, 500, 500);
pfOpenPWin(pw);
chan = pfNewChan(pipe);
pfChanScene(chan, scene);
pfSetVec3(view.xyz, 0.0f, 0.0f, 15.0f);
pfSetVec3(view.hpr, 0.0f, -90.0f, 0.0f);
pfChanView(chan, view.xyz, view.hpr);

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Chapter 3: Nodes and Node Types

/* Loop through various transformations of the DCS’s */
for (z = 0.0f; z < 1084; z += 4.0f)
{
pfDCSRot(dcs1,
(z < 360) ? (int) z % 360 : 0.0f,
(z > 360 && z < 720) ? (int) z % 360 : 0.0f,
(z > 720) ? (int) z % 360 : 0.0f);
pfSinCos(z, &s, &c);
pfDCSTrans(dcs2, 1.0f * c, 1.0f * s, 0.0f);
pfDCSRot(dcs3, z, 0, 0);
pfDCSTrans(dcs3, 4.0f * c, 4.0f * s, 4.0f * s);
pfDCSRot(dcs4, 0, 0, z);
pfDCSTrans(dcs4, 1.0f * c, 1.0f * s, 0.0f);
pfFrame();
}
/* show objects static for three seconds */
sleep(3);
pfExit();
exit(0);
}

82

Chapter 4

“Database Traversal”

This chapter explains how to manipulate, traverse, and examine a scene graph.

Chapter 4

4. Database Traversal

Chapter 3, “Nodes and Node Types,” described the node types used by libpf. This
chapter describes the operations that can be performed on the run-time database defined
by a scene graph. These operations typically work with part or all of a scene graph and
are known as traversals because they traverse the database hierarchy. IRIS Performer
supports four major kinds of database traversals:
•

Application

•

Cull

•

Draw

•

Intersection

The application traversal updates the active elements in the scene graph for the next
frame. This includes processing active nodes and invoking user supplied callbacks for
animations or other embedded behaviors.
Visual processing consists of two basic traversals: culling and drawing. The cull traversal
selects the visible portions of the database and puts them into a display list. The draw
traversal then runs through that display list and sends rendering commands to the
Geometry Pipeline. Once you have set up all the necessary elements, culling and
drawing are automatic, although you can customize each traversal for special purposes.
The intersection traversal computes the intersection of one or more line segments with
the database. The intersection traversal is user-directed. Intersections are used to
determine
•

height above terrain

•

line-of-sight visibility

•

collisions with database objects

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Chapter 4: Database Traversal

Like other traversals, intersection traversals can be directed by the application through
identification masks and function callbacks. Table 4-1 lists the routines and data types
relevant to each of the major traversals; more information about the listed traversal
attributes can be found later in this chapter and in the appropriate reference pages.
Table 4-1

Traversal Attributes for the Major Traversals

Traversal
Attribute

Application
PFTRAV_APP

Cull
Draw
Intersection
PFTRAV_CULL PFTRAV_DRAW PFTRAV_ISECT

Controllers

pfChannel

pfChannel

pfChannel

pfSegSet

Global
Activation

pfFrame()
pfSync()

pfFrame()

pfFrame()

pfFrame()
pfNodeIsectSegs(), pfChanNodeIsectSegs()

pfAppFrame()
Global
Callbacks

pfChanTravFunc()

pfChanTravFunc()

pfChanTravFunc()

pfIsectFunc()

Activation
within
Callback

pfApp()

pfCull()

pfDraw()

pfFrame()
pfNodeIsectSegs(), pfChanNodeIsectSegs()

Path
Activation

NA

pfCullPath()

NA

NA

Modes

pfChanTravMode()

pfChanTravMode()

pfChanTravMode()

pfSegSet (also
discriminator
callback)

Node
Callbacks

pfNodeTravFuncs()

pfNodeTravFuncs()

pfNodeTravFuncs()

pfNodeTravFuncs()

Traverser
Masks

pfChanTravMask()

pfChanTravMask()

pfChanTravMask()

pfSegSet mask

Traversee
Masks

pfNodeTravMask()

pfNodeTravMask()

pfNodeTravMask()

pfNodeTravMask()
pfGSetIsectMask()

86

Scene Graph Hierarchy

Scene Graph Hierarchy
A visual database, also known as a scene, contains state information and geometry. A
scene is organized into a hierarchical structure known as a graph. The graph is composed
of connected database units called nodes. Nodes that are attached below other nodes in
the tree are called children. Children belong to their parent node. Nodes with the same
parent are called siblings.

Database Traversals
The scene hierarchy supplies definitions of how items in the database relate to one
another. It contains information about the logical and spatial organization of the
database. The scene hierarchy is processed by visiting the nodes in depth-first order and
operating on them. The process of visiting, or touching, the nodes is called traversing the
hierarchy. The tree is traversed from top to bottom and from left to right. IRIS Performer
implements several types of database traversals, including application, clone, cull,
delete, draw, flatten, and intersect. These traversals are described in more detail later in
this chapter.
The principal traversals (application, cull, draw and intersect) all use a similar traversal
mechanism that employs traversal masks and callbacks to control the traversal. When a
node is visited during the traversal, processing is performed in the following order:
1.

Prune the node based on the bitwise AND of the traversal masks of the node and
the pfChannel (or pfSegSet). If pruned, traversal continues with the nodes siblings.

2. Invoke the node’s pre-traversal callback, if any, and either prune, continue, or
terminate the traversal, depending on callback’s return value.
3. Traverse, beginning again at step 1, the node’s children or geometry (pfGeoSets). If
the node is a pfSwitch, a pfSequence, or a pfLOD, the state of the node affects which
children are traversed.
4. Invoke the node’s post-traversal callback, if any.

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Chapter 4: Database Traversal

State Inheritance
In addition to imposing a logical and spatial ordering of the database, the hierarchy also
defines how state is inherited between parent and child nodes during scene graph
traversals. For example, a parent node that represents a transformation causes the
subsequent transformation of each of its children when it and they are traversed. In other
words, the children inherit state, which includes the current coordinate transformation,
from their parent node during database traversal.
A transformation is a 4x4 homogeneous matrix that defines a 3D transformation of
geometry, which typically consist of scaling, rotation, and translation. The node types
pfSCS and pfDCS both represent transformations. Transformations are inherited through
the scene graph with each new transformation being concatenated onto the ones above
it in the scene graph This allows chained articulations and complex modeling
hierarchies.
The effects of state are propagated downward only, not from left to right nor upward.
This means that only parents can affect their children—siblings have no effect on each
other nor on their parents. This behavior results in an easy-to-understand hierarchy that
is well suited for high-performance traversals.
Graphics state such as textures and materials are not inherited by way of the scene graph,
but are encapsulated in leaf geometry nodes called pfGeode nodes, which are described
in the section “Node Types” in Chapter 3.

Database Organization
IRIS Performer uses the spatial organization of the database to increase the performance
of certain operations such as drawing and intersections. It is therefore recommended that
you consider the spatial arrangement of your database. What you might think of as a
logical arrangement of items in the database may not match the spatial arrangement of
those items in the visual environment, which can reduce IRIS Performer’s ability to
optimize operations on the database. See “Organizing a Database for Efficient Culling”
on page 94 for more information about spatial organization in a visual database and the
efficiency of database operations.

88

Application Traversal

Application Traversal
The application traversal is the first traversal that occurs during the processing of the
scene graph in preparation for rendering a frame. It is initiated by calling pfAppFrame().
If pfAppFrame() is not explicitly called, the traversal is automatically invoked by
pfSync() or pfFrame(). An application traversal can be invoked for each channel, but
usually channels share the same application traversal (see pfChanShare()).
The application traversal updates dynamic elements in the scene graph, such as
geometric morphing. The application traversal is also often used for implementing
animations or other custom processing when it is desirable to have those behaviors
embedded in the scene graph and invoked by IRIS Performer rather than requiring
application code to invoke them every frame.
The traversal proceeds as described in “Database Traversals”. The selection of which
children to traverse is also affected by the application traversal mode of the channel, in
particular the choice of all, none or one of the children of pfLOD, pfSequence and
pfSwitch nodes is possible. By default, the traversal obeys the current selection dictated
by these nodes.
The following example (this loader reads both Open Inventor and VRML files) shows a
simple callback changing the transformation on a pfDCS every frame.
Example 4-1

Application Callback to Make a Pendulum

int
AttachPendulum(pfDCS *dcs, PendulumData *pd)
{
pfNodeTravFuncs(dcs, PFTRAV_APP, PendulumFunc, NULL);
pfNodeTravData(dcs, PFTRAV_APP, pd);
}
int
PendulumFunc(pfTraverser *trav, void *userData)
{
PendulumData *pd = (PendulumData*)userData;
pfDCS *dcs = (pfDCS*)pfGetTravNode(trav);
if (pd->on)
{
pfMatrix mat;
double now = pfGetFrameTimeStamp();
float frac, dummy;

89

Chapter 4: Database Traversal

pd->lastAngle += (now if (pd->lastAngle > 360.0f)
pd->lastAngle -= 360.0f;

pd->lastTime)*360.0f*pd->frequency;

// using sinusoidally generated angle
pfSinCos(pd->lastAngle, &frac, &dummy);
frac = 0.5f + 0.5f * frac;
frac = (1.0f - frac)*pd->angle0 + frac*pd->angle1;
pfMakeRotMat(mat,
frac, pd->axis[0], pd->axis[1], pd->axis[2]);
pfDCSMat(dcs, mat);
pd->lastTime = now;
}
return PFTRAV_CONT;
}

Cull Traversal
The cull traversal occurs in the cull phase of the libpf rendering pipeline and is initiated
by calling pfFrame(). A cull traversal is performed for each pfChannel and determines
the portion of the scene to be rendered. The traversal processes the subgraphs of the
scene that are both visible and selected by nodes in the scene graph that control traversal
(e.g. pfLOD, pfSequence, pfSwitch). The visibility culling itself is performed by testing
bounding volumes in the scene graph against the channel’s viewing frustum.
For customizing the cull traversal, libpf provides traversal masks and function callbacks
for each node in the database, as well as a function callback in which the application can
do its own culling of custom data structures.

Traversal Order
The cull is a depth-first, left-to-right traversal of the database hierarchy beginning at a
pfScene, which is the hierarchy’s root node. For each node, a series of tests is made to
determine whether the traversal should prune the node—that is, eliminate it from further
consideration—or continue on to that node’s children. The cull traversal processing is
much as described earlier, in particular the draw traversal masks are compared and the
node is checked for visibility before the traversal continues on to the nodes children:

90

Cull Traversal

1.

Prune the node, based on the channel’s draw traversal mask and the node’s draw
mask.

2. Invoke the node’s pre-cull callback and either prune, continue, or terminate the
traversal, depending on callback’s return value.
3. Prune the node if its bounding volume is completely outside the viewing frustum.
4. Traverse, beginning again at step 1, the node’s children or geometry (pfGeoSets) if
the node is completely or partially in the viewing frustum. If the node is a pfSwitch,
a pfSequence, or a pfLOD, the state of the node affects which children are traversed.
5. Invoke the node’s post-cull callback.
The following sections discuss these steps in more detail.

Visibility Culling
Culling determines whether a node is within a pfChannel’s viewing frustum for the
current frame. Nodes that are not visible are pruned—omitted from the list of objects to
be drawn—so that the Geometry Pipeline doesn’t waste time processing primitives that
couldn’t possibly appear in the final image.
Hierarchical Bounding Volumes

Testing a node for visibility compares the bounding volume of each object in the scene
against a viewing frustum that is bounded by the near and far clip planes and the four
sides of the viewing pyramid. Both nodes (see Chapter 3, “Nodes and Node Types”), and
pfGeoSets (see Chapter 8, “Geometry”), have bounding volumes that surround the
geometry that they contain. Bounding volumes are simple geometric shapes whose
centers and edges are easy to locate. Bounding volumes are organized hierarchically so
that the bounding volume of a parent encloses the bounding volumes of all its children.
You can specify bounding volumes or let IRIS Performer generate them for you (see
“Bounding Volumes” in Chapter 3).
Figure 4-1 shows a frustum and three objects surrounded by bounding boxes. Two of the
objects are outside the frustum; one is within it. One of the objects outside the frustum
has a bounding box whose edges intersect the frustum, as shown by the shaded area. The
visibility test for this object returns TRUE, because its bounding box does intersect the
view frustum even though the object itself doesn’t.

91

Chapter 4: Database Traversal

PFIS_FALSE

PFIS_ALL_IN

PFIS_TRUE

Figure 4-1

92

Culling to the Frustum

Cull Traversal

Visibility Testing

The cull traversal begins at the root node of a channel’s scene graph (the pfScene node)
and continues downward, directed by the results of the cull test at each node. At each
node the cull test determines the relationship of the node’s bounding volume to the
viewing frustum. Possible results are that the bounding volume is entirely outside, is
entirely within, is partially within, or completely contains the viewing frustum.
If the intersection test indicates that the bounding volume is entirely outside the frustum,
the traversal prunes that node—that is, it doesn’t consider the children of that node and
continues with the node’s next sibling.
If the intersection test indicates that the bounding volume is entirely inside the frustum,
the node’s children are not cull tested because the hierarchical nature of bounding
volumes implies that the children must also be entirely within the frustum.
If the intersection test indicates that the bounding volume is partially within the frustum,
or that the bounding volume completely contains the frustum, the testing process
continues with the children of that node. Because a bounding volume is larger than the
object it surrounds, it is possible for a bounding volume to be partially within a frustum
even when none of its enclosed geometry is visible.
By default, IRIS Performer tests bounding volumes all the way down to the pfGeoSet
level (see Chapter 8, “Geometry”) to provide fine-grained culling. However, if your
application is spending too much time culling, you can stop culling at the pfGeode level
by calling pfChanTravMode(). Then if part of a pfGeode is potentially visible, all
geometry in that pfGeode is drawn without cull-testing it first.
Visibility Culling Example

Figure 4-2 portrays a simple database that contains a toy block, train, and car. The block
is outside the frustum, the bounding volume of the car is partially inside the frustum,
and the train is completely inside the frustum.

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Chapter 4: Database Traversal

Figure 4-2

Sample Database Objects and Bounding Volumes

Organizing a Database for Efficient Culling
Efficient culling depends on having a database whose hierarchy is organized spatially. A
good technique is to partition the database into regions, called tiles. Tiling is also required
for database paging. Instead of culling the entire database, only the tiles that are within the
view frustum need to be traversed.

94

Cull Traversal

The worst case for the cull traversal performance is to have a very flat hierarchy—that is,
a pfScene with all the pfGeodes directly under it and many pfGeoSets in each pfGeode—
or a hierarchy that is organized by object type (for example, having all trees in the
database grouped under one pine tree node, rather than arranged spatially).
Figure 4-3 shows a sample database represented by cubes, cones, pyramids, and spheres.
Organizing this database spatially, rather than by object type, promotes efficient culling.
This type of spatial organization is the most effective control you have over efficient
traversal.

95

Chapter 4: Database Traversal

Board

Pyramids

Cones

Spheres

Cubes

Board

Tile 1

Figure 4-3

96

Tile 2

Tile 3

Tile 4

Tile 5

Tile 6

Tile 7

How to Partition a Database for Maximum Efficiency

Tile 8

Tile 9

Cull Traversal

When modeling a database, you should consider other trade-offs as well. Small amounts
of geometry in each culling unit, whether pfGeode or pfGeoSet, provide better culling
resolution and result in sending less non-visible geometry to the pipeline. Small pieces
also improve the performance of line-segment intersection inquiries (see“Database
Concerns” in Chapter 19). However, using many small pieces of geometry can increase
the traversal time and can also reduce drawing performance. The optimal amount of
geometry to place in each pfGeoSet depends on the application, database, system CPU,
and graphics hardware.
Custom Visibility Culling

Existence within the frustum isn’t the only criterion that determines an object’s visibility.
The item may be too distant to be seen from the viewpoint, or it may be obscured by other
objects between it and the viewer, such as a wall or a hill. Atmospheric conditions can
also affect object visibility. An object that is normally visible at a certain distance may not
be visible at that same distance in dense fog.
Implementing more sophisticated culling requires knowledge of visibility conditions
and control over the cull traversal. The cull traversal can be controlled through traversal
masks, which are described in the section titled “Controlling and Customizing
Traversals.”
Knowing whether an object is visible requires either prior information about the spatial
organization of a database, such as cell-to-cell visibilities, or run-time testing such as
computing line-of-sight visibility (LOS). You can compute simple LOS visibility by
intersecting line segments that start at the eyepoint with the database. See the
“Intersection Traversal” section of this chapter.

Sorting the Scene
During the cull traversal, a pfChannel can rearrange the order in which pfGeoSets are
rendered for improved performance and image quality. It does this by binning and
sorting. Binning is the act of placing pfGeoSets into specific bins which are rendered in a
specific order. IRIS Performer provides two default bins: one for opaque geometry and
one for blended, transparent geometry. The opaque bin is drawn before the transparent
bin so transparent surfaces are properly blended with the background scene.
Applications are free to add new bins and specify arbitrary bin orderings.

97

Chapter 4: Database Traversal

Sorting is done on a per-bin basis. pfGeoSets within a given bin are sorted by a specific
criterion. Two useful criteria provided by IRIS Performer are sorting by graphics state
and sorting by range. When sorting by state, pfGeoSets are sorted first by their
pfGeoState, then by an application-specified hierarchy of state modes, values, and
attributes which are identified by PFSTATE_* tokens and are described in the libpr
chapter. State sorting can offer a huge performance advantage since it greatly reduces the
number of mode changes carried out by the Geometry Pipeline. State sorting is the
default sorting configuration for the opaque bin.
Range sorting is required for proper rendering of blended, transparent surfaces which
must be rendered in back-to-front order so that each surface is properly blended with the
current background color. Front-to-back sorting is also supported. The default sorting for
the transparent bin is back-to-front sorting (Note that the sorting granularity is
per-pfGeoSet, not per-triangle so transparency sorting is not perfect).
pfChannel bins are given rendering order and sorting configuration with
pfChanBinOrder() and pfChanBinSort() respectively. A bin’s order is simply an integer
identifying its place in the list of bins. An order less than 0 or PFSORT_NO_ORDER
means that pfGeoSets which fall into the bin are drawn immediately without any
ordering or sorting. Multiple bins may have the same order but the rendering precedence
among these bins is undefined.
A bin’s sorting configuration is given as a token identifying the major sorting criterion
and then an optional list of tokens, terminated with the PFSORT_END token, that defines
a state sorting hierarchy.
PFSORT_BY_STATE
pfGeoSets are sorted first by pfGeoState then by the state elements
found between the PFSORT_STATE_BGN and PFSORT_STATE_END
tokens, for example.
PFSORT_FRONT_TO_BACK
pfGeoSets are sorted by nearest to farthest range from the eyepoint.
Range is computed from eyepoint to the center of the pfGeoSet’s
bounding volume.

98

Cull Traversal

PFSORT_BACK_TO_FRONT
pfGeoSets are sorted by farthest to nearest range from the eyepoint.
Range is computed from eyepoint to the center of the pfGeoSet’s
bounding volume.
PFSORT_QUICK
A special, low-cost sorting technique. pfGeoSets must fall into a bin
whose order is 0 in which case they will be sorted by pfGeoState and
drawn immediately. This is the default sorting mode for the
PFSORT_OPAQUE_BIN bin.
For example, the specification:
static int sort[] = {PFSORT_STATE_BGN,
PFSTATE_TEXTURE, PFSTATE_FRONTMTL,
PFSORT_STATE_END, PFSORT_END};
pfChanBinSort(chan, PFSORT_OPAQUE_BIN, PFSORT_BY_STATE,
sort);

will sort the opaque bin by pfGeoState, then by pfTexture, then by pfMaterial.
A pfGeoSet’s draw bin may be set directly by the application with pfGSetDrawBin().
Otherwise IRIS Performer automatically determines if the pfGeoSet belongs in the
default opaque or transparent bins.

Paths Through the Scene Graph
You can define a chain, or path, of nodes in a scene graph using the pfPath data structure.
(Note that a pfPath has nothing to do with filesystem paths as specified with the PFPATH
environment variable or with specifying a path for a user to travel through a scene.) Once
you’ve specified a pfPath with a call to pfNewPath(), you can traverse and cull that path
as a subset of the entire scene graph using pfCullPath(). The function pfCullPath() must
only be called from the cull callback function set by pfChanTravFunc()—see “Process
Callbacks” on page 105 for details. For more information about the pfPath structure, see
the pfPath(3pf) and pfList(3pf) reference pages.
When IRIS Performer looks for intersections, it can return a pfPath to the node containing
the intersection. This feature is particularly useful when you’re using instancing, in
which case you can’t use pfGetParent() to find out where in the scene graph the given
node is. Finding out the pfPath to a given node is also useful in implementing picking.

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Chapter 4: Database Traversal

Draw Traversal
The cull traversal generates a libpr display list of geometry and state commands (see
“Display Lists” in Chapter 9), which describes the scene that is visible from a pfChannel.
The draw traversal simply traverses the display list and sends commands to the
Geometry Pipeline to generate the image.
Traversing a pfDispList is much faster than traversing the database hierarchy because the
pfDispList flattens the hierarchy into a simple, efficient structure. In this way, the cull
traversal removes much of the processing burden from the draw traversal; throughput
greatly increases when both traversals are running in parallel.

Controlling and Customizing Traversals
The result of the cull traversal is a display list of geometry to be rendered by the draw
traversal. What gets placed in the display list is determined by both visibility and by
other user-specified modes and tests.

pfChannel Traversal Modes
The PFTRAV_CULL argument to pfChanTravMode() modifies the culling traversal. The
cull mode is a bitmask that specifies the modes to enable, it is formed by the logical OR
of one or more of these tokens:
•

PFCULL_VIEW

•

PFCULL_GSET

•

PFCULL_SORT

•

PFCULL_IGNORE_LSOURCES

Culling to the view frustum is enabled by PFCULL_VIEW. Culling to the pfGeoSet-level
is enabled by PFCULL_GSET and can produce a tighter cull that improves rendering
performance at the expense of culling time.
PFCULL_SORT causes the cull to sort geometry by state—for example, by texture or by
material, in order to optimize rendering performance. It also causes transparent
geometry to be drawn after opaque geometry for proper transparency effects.

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By default, the enabled culling modes are PFCULL_VIEW | PFCULL_GSET |
PFCULL_SORT. It is recommended that these modes be enabled unless the cull traversal
becomes a significant bottleneck in the processing pipeline. In this case, try disabling
PFCULL_GSET first, then PFCULL_SORT.
Normally, a pfChannel’s cull traversal pre-traverses the scene, following all paths from
the scene to all pfLightSources in the scene so that light sources can be set up before the
normal scene traversal. If you with to disable this pre-traversal, set the
PFCULL_IGNORE_LSOURCES cull enable bit but your pfLightSources will not
illuminate the scene.
The PFTRAV_DRAW argument to pfChanTravMode() modifies the draw traversal. A
mode of PFDRAW_ON is the default and will cause the pfChannel to be rendered. A
mode of PFDRAW_OFF indicates that the pfChannel should not be drawn and
essentially turns off the pfChannel.

pfNode Draw Mask
Each node in the database hierarchy can be assigned a mask that dictates whether the
node is added to the display list and thereby whether it is drawn. This mask is called the
draw mask (even though it is evaluated in the cull traversal) because it tells the cull
process whether the node is drawable or not.
The draw mask of a node is set with pfNodeTravMask(). The channel also has a draw
mask, which you set with pfChanTravMask(). By default, the masks are all 1s, or
0xffffffff.
Before testing a node for visibility, the cull traversal ANDs the two masks together. If the
result is zero, the cull prunes the node. If the result is nonzero, the cull proceeds normally.
Mask testing occurs before all visibility testing and function callbacks.
Masks allow you to draw different subgraphs of the scene on different channels, to turn
portions of the scene graph on and off, or to ignore hidden portions of the scene graph
while drawing but make them active during intersection testing.

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pfNode Cull and Draw Callbacks
One of the primary mechanisms for extending IRIS Performer is through the use of
function callbacks, which can be specified on a per-node basis. IRIS Performer allows
separate cull and draw callbacks, which are invoked both before and after node
processing. Node callbacks are set with pfNodeTravFuncs().
Cull callbacks can direct the cull traversal, while draw callbacks are added to the display
list and later executed in the draw traversal for custom rendering. There are pre-cull and
pre-draw callbacks, invoked before a node is processed, and post-cull and post-draw
callbacks, invoked after the node is processed.
The cull callbacks return a value indicating how the cull traversal should proceed, as
shown in Table 4-2.
Table 4-2

Cull Callback Return Values

Value

Action

PFTRAV_CONT

Continue and traverse the children of this node.

PFTRAV_PRUNE

Skip the subgraph rooted at this node and continue.

PFTRAV_TERM

Terminate the entire traversal.

Callbacks are processed by the cull traversal in the following order:
1.

If a pre-cull callback is defined, then call the pre-cull callback to get a cull result and
find out whether traversal should continue. Possible return values are listed in
Table 4-2.

2. If the pre-cull callback returns PFTRAV_PRUNE, the traversal returns to the parent
and continues with the node’s siblings, if any. If the callback returns
PFTRAV_TERM, the traversal terminates immediately. Otherwise, cull processing
continues.
3. If the pre-cull callback doesn’t set the cull result using pfCullResult(), and
view-frustum culling is enabled, then perform the standard node-within-frustum
test and set the cull result accordingly.
4. If the cull result is PFIS_FALSE, skip the traversal of children. The post-cull callback
is invoked and traversal returns so that the parent node can traverse any siblings.

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5. If a pre-draw callback is defined, then place a libpr display-list packet in the display
list so that the node’s pre-draw callback will be called by the draw process. If
running a combined CULLDRAW traversal, invoke the pre-draw callback directly
instead.
6. Process the node, continuing the cull traversal with each of the node’s children or
adding the node’s geometry to a display list (for pfGeodes). If the cull result was
PFIS_ALL_IN, view-frustum culling is disabled during the traversal of the children.
7. If a post-draw callback is defined, then place a libpr display-list packet in the display
list so that the node’s post-draw callback will be called by the draw process. If
running a combined CULLDRAW traversal, invoke the post-draw callback directly
instead.
8. If a post-cull callback is defined, then call the post-cull callback.
Draw callbacks are commonly used to place tags or change state while a subgraph is
rendered. Note that if the pre-draw callback is called, the post-draw callback is
guaranteed to be invoked. This way the callback can restore any state modified by the
pre-draw callback. This is useful for state changes such as pfPushMatrix() and
pfPopMatrix(), as shown in the environment-mapping code that’s part of Example 4-2.
For doing customized culling, the pre-cull callback can determine whether a
PFIS_ALL_IN has already turned off view-frustum culling using
pfGetParentCullResult(), in which case it may not wish to do its own cull testing. It can
also find out the result of the standard cull test by calling pfGetCullResult().
Cull callbacks can also be used to render geometry (pfGeoSets) or change graphics state.
Any libpr drawing commands are captured in a display list and are later executed during
the draw traversal (see “Display Lists” in Chapter 9). However, direct graphics library
calls can be made safely only in draw function callbacks, because only the draw process
of multiprocess IRIS Performer configurations is known to be associated with a window.
Example 4-2 shows some sample node callbacks.
Example 4-2

pfNode Draw Callbacks

void
LoadScene(char *filename)
{
pfScene *scene = pfNewScene();
pfGroup *root = pfNewGroup();
pfGroup *reflectiveGeodes = NULL;

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root = pfdLoadFile(filename);
...
reflectiveGeodes =
ReturnListofGeodesWithReflectiveMaterials(root);
/* Use a node callback in the Draw process to turn on
* and off graphics library environment mapping before
* and after drawing all of the pfGeodes that have
* pfGeoStates with reflective materials.
*/
pfNodeTravFuncs(reflectiveGeodes, PFTRAV_DRAW,
pfdPreDrawReflMap, pfdPostDrawReflMap);
}
/* This callback turns on graphics library environment
* mapping. Because it changes graphics state it must be a
* Draw process node callback. */
long
pfdPreDrawReflMap(pfTraverser *trav, void *data)
{
texgen(TX_S, TG_SPHEREMAP, 0);
texgen(TX_T, TG_SPHEREMAP, 0);
texgen(TX_S, TG_ON, NULL);
texgen(TX_T, TG_ON, NULL);
return NULL;
}
/* This callback turns off graphics library environment
* mapping. Because it also changes graphics state it also
* must be a Draw process node callback. Also notice that
* it is important to return the graphics library’s state to
* the state at which it was in before the preNode callback
* was even made.
*/
long
pfdPostDrawReflMap(pfTraverser *trav, void *data)
{
texgen(TX_S, TG_OFF, NULL);
texgen(TX_T, TG_OFF, NULL);
return NULL;
}

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Process Callbacks

Process Callbacks
libpf processes a visual database with a software-rendering pipeline composed of
application, cull, and draw stages. The system of process callbacks allows you to insert
your own custom culling and drawing functions into the rendering pipeline.
Furthermore, these callbacks are invoked by the proper process when your IRIS
Performer application is configured for multiprocessing.
By default, IRIS Performer culls and draws all active pfChannels when pfFrame() is
called. However, you can specify cull and draw function callbacks so that pfFrame() will
cause IRIS Performer to call your custom functions instead. These functions have the
option of using the default IRIS Performer processing in addition to their own custom
processing.
When multiprocessing is used, the rendering pipeline works on multiple frames at once.
For example, when the draw process is rendering frame n, the cull process is working on
frame n+1, and the application process is working on frame n+2. This situation requires
careful management of data so that data generated by the application is propagated to
the cull process and then to the draw process at the right time. IRIS Performer manages
data that is passed to the process callbacks to ensure that the data is frame-coherent and
isn’t corrupted.
Example 4-3 illustrates the use of a cull-process callback.
Example 4-3

Cull-Process Callbacks

InitChannels()
{
...
/* create and configure all channels*/
...
/* define callbacks for cull and draw processes */
pfChanTravFunc(chan, PFTRAV_CULL, CullFunc);
pfChanTravFunc(chan, PFTRAV_DRAW, DrawFunc);
...
}
/* The Cull callback. Any work that needs to be done in the
* Cull process should happen in this function.
*/
void
CullFunc(pfChannel * chan, void *data)
{

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static long first = 1;
/* Lock down whatever processor the cull is using when
* the cull callback is first called.
*/
if (first)
{
if ((pfGetMultiprocess() & PFMP_FORK_CULL) &&
(ViewState->procLock & PFMP_FORK_CULL))
pfuLockDownCull(pfGetChanPipe(chan));
first = 0;
}
/* User-defined pre-cull processing. Application* specific cull knowledge might be used to provide
* things like line-of-sight culling.
*/
PreCull(chan, data);
/* standard Performer culling to the viewing frustum */
pfCull();
/* User-defined post-cull processing; this routine might
* be used to do things like record cull state from this
* cull to be used in future culls.
*/
PostCull(chan, data);
}
/* The draw function callback. I/O with IRIS GL devices must
* happen here. Any graphics library functionality outside
* IRIS Performer must be done here.
*/
void
DrawFunc(pfChannel *chan, void *data)
{
/* pre-Draw tasks like clearing the viewport */
PreDraw(chan, data);
pfDraw();

/* render the frame */

/* draw HUD, read IRIS GL devices, and so on */
PostDraw(chan, data);
}

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Process Callbacks

Process Callbacks and Passthrough Data
Cull and draw callbacks are specified on a per-pfChannel basis using the functions
pfChanTravFunc() with PFTRAV_CULL and PFTRAV_DRAW, respectively.
pfAllocChanData() allocates passthrough data, data which is passed down the rendering
pipeline to the callbacks.
In the cull phase of the rendering pipeline, IRIS Performer invokes the cull callback with
a pointer to the pfChannel that is being culled and a pointer to the pfChannel’s
passthrough data buffer. The cull callback may modify data in the buffer. The potentially
modified buffer is then copied and passed to the user’s draw callback.
Default IRIS Performer processing is triggered by pfCull() and pfDraw(). By default,
pfFrame() calls pfCull() first, then calls pfDraw(). If process callbacks are defined,
however, pfCull() and pfDraw() are not invoked automatically and must be called by the
callbacks to use IRIS Performer’s default processing. pfCull() should be called only in the
cull callback; it causes IRIS Performer to cull the current channel and to generate a
display list suitable for rendering.
Channels culled by pfCull() may be drawn in the draw callback by pfDraw(). It is legal
for the draw callback to call pfDraw() more than once. Multi-pass renderings performed
with multiple calls to pfDraw() are typical when you use accumulation buffer
techniques.
When the draw callback is invoked, the window will have already been properly
configured for drawing the pfChannel. Specifically, the viewport, perspective, and
viewing matrices are set to their correct values. User modifications of these values are not
reset by pfDraw(). If a draw callback is specified, IRIS Performer doesn’t automatically
clear the viewport; it leaves that responsibility to the application. pfClearChan() can be
called from the draw callback to clear the channel viewport. If chan has a pfEarthSky(),
then the pfEarthSky() is drawn. Otherwise, the viewport is cleared to black and the
z-buffer is cleared to its maximum value.
You should call pfPassChanData() to indicate that user data should be passed through
the rendering pipeline, which propagate the data downstream to cull and draw
callbacks. The next call to pfFrame() copies the channel buffer into internal buffers, so
that the application is then free to modify data in the buffer without fear of corruption.
The pfPassChanData() function should be called only when necessary, since calling it
imposes some buffer-copying overhead. In addition, passthrough data should be as
small as possible to reduce the time spent copying data.

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The code fragment in Example 4-4 is an example of cull and draw callbacks and the
passthrough data that is used to communicate with them.
Example 4-4

Using Passthrough Data to Communicate With Callback Routines

typedef struct
{
long val;
}
PassData;
void cullFunc(pfChannel *chan, void *data);
void drawFunc(pfChannel *chan, void *data);
int main()
{
PassData

*pd;

/* allocate passthrough data */
pd = (PassData*)pfAllocChanData(chan,sizeof(PassData));
/* initialize channel callbacks */
pfChanTravFunc(chan, PFTRAV_CULL, cullFunc);
pfChanTravFunc(chan, PFTRAV_DRAW, drawFunc);
/* main simulation loop */
while (1)
{
pfSync();
pd->val = 0;
pfPassChanData(chan);
pfFrame();
}
}
void
cullFunc(pfChannel *chan, void *data)
{
PassData
*pd = (PassData*)data;
pd->val++;
pfCull();
}
void
drawFunc(pfChannel *chan, void *data)

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Intersection Traversal

{
PassData
*pd = (PassData*)data;
fprintf(stderr, "%ld\n", pd->val);
pfClearChan(chan);
pfDraw();
}

This example would, regardless of the multiprocessing mode, have the values 0, 1, and 1
for pd->val at the points where pfFrame(), pfCull(), and pfDraw() are called. In this way,
control data can be sent down the pipeline from the application, through the cull, and on
to the draw process with frame synchronization without regard to the active
multiprocessing mode.
When configured as a process separate from the draw, the cull callback should not
attempt to send graphics commands to an IRIS Performer window because only the
draw process is attached to the window. Callbacks should not modify the IRIS Performer
database, but they can use pfGet() routines to inquire about database information. The
draw callback should not call swapbuffers() (or an equivalent function when using
OpenGL) because IRIS Performer must control buffer swapping in order to manage the
necessary frame and channel synchronization. However, if you need special control over
buffer swapping, use pfPipeSwapFunc() to register a function as the given pipe’s
buffer-swapping function. Once your function is registered, it will be called instead of
swapbuffers() and may then invoke either of these functions.

Intersection Traversal
You can make spatial inquiries in IRIS Performer by testing the intersection of line
segments with geometry in the database. For example, a single line segment pointing
straight down from the eyepoint can determine your height above terrain, four such
segments can simulate the four tires of a car, and segments swept out by points on a
moving object can determine collisions with other objects.

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Testing Line Segment Intersections
The testing of each line segment or group of spatially grouped segments requires a
traversal of part or all of a scene graph. You make these inquiries using
pfNodeIsectSegs(), which intersects the specified group of segments with the subgraph
rooted at the specified node. pfChanNodeIsectSegs() functions similarly, but includes a
channel so that the traversal can make decisions based on the level-of-detail specified by
pfLOD nodes.

Intersection Requests: pfSegSets
A pfSegSet is a structure that embodies an intersection request.
typedef struct _pfSegSet
{
long
mode;
void* userData;
pfSeg segs[PFIS_MAX_SEGS];
ulong activeMask;
ulong isectMask;
void* bound;
long
(*discFunc)(pfHit*);
} pfSegSet;

The segs field is an array of line segments making up the query. You tell
pfNodeIsectSegs() which segments to test with by setting the corresponding bit in the
activeMask field. If your pfSegSet contains many closely-grouped line segments, you can
specify a bounding volume using the data structure’s bound field. pfNodeIsectSegs() can
use that bounding volume to more quickly test the request against bounding volumes in
the scene graph. The userData field is a pointer with which you can point to other
information about the request that you might want access to in a callback. The other
fields are described below. The pfSegSet isn’t modified during the traversal.

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Intersection Return Data: pfHit Objects
Intersection information is returned in pfHit objects. These can be queried using
pfQueryHit() and pfMQueryHit(). Table 4-3 lists the items that can be queried from a
pfHit object.
Table 4-3

Intersection-Query Token Names

Query Token

Description

PFQHIT_FLAGS

Status and validity information

PFQHIT_SEGNUM

Index of the segment in pfSegSet request

PFQHIT_SEG

Line segment as currently clipped

PFQHIT_POINT

Intersection point in object coordinates

PFQHIT_NORM

Geometric normal of an intersected triangle

PFQHIT_VERTS

Vertices of an intersected triangle

PFQHIT_TRI

Index of an intersected triangle

PFQHIT_PRIM

Index of an intersected primitive in pfGeoSet

PFQHIT_GSET

pfGeoSet of an intersection

PFQHIT_NODE

pfGeode of an intersection

PFQHIT_NAME

Name of pfGeode

PFQHIT_XFORM

Current transformation matrix

PFQHIT_PATH

Path in scene graph of intersection

The PFQHIT_FLAGS field is bit vector with bits that indicate whether an intersection
occurred and whether the point, normal, primitive and transformation information is
valid. For some types of intersections only some of the information has meaning; for
instance, for a pfSegSet bounding volume intersecting a pfNode bounding sphere, the
point information may not be valid.
Queries can be performed singly by calling pfQueryHit() with a single query token, or
several at a time by using pfMQueryHit() with an array of tokens. In the latter case, the
return information is placed in the specified order into a return array.

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Intersection Masks
Before using pfNodeIsectSegs() to intersect the geometry in the scene graph, you must
set intersection masks for the nodes in the scene graph and correspondingly in your
search request.
Setting the Intersection Mask

pfNodeTravMask() sets the intersection masks in a subgraph of the scene down through
GeoSets. For example:
pfNodeTravMask(root, PFTRAV_ISECT, 0x01,
PFTRAV_SELF | PFTRAV_DESCEND, PF_SET)

sets the intersection mask of all nodes and GeoSets in the scene graph to 0x01. A
subsequent intersection request would then use 0x01 as the mask in pfNodeIsectSegs().
A description of how to use this mask follows.
Specifying Different Classes of Geometry

Databases can contain different classes of objects, and only some of those may be relevant
for a particular intersection request. For example, the wheels on a truck follow the
ground, even through a small pond; therefore, you only want to test for intersection with
the ground and not with the water. For a boat, on the other hand, intersections with both
water and the lake bottom have significance.
To accommodate distinctions between classes of objects, each node and GeoSet in a scene
graph has an intersection mask. This mask allows traversals, such as intersections, to
either consider or ignore geometry by class.
For example, you could use four classes of geometry to control tests for collision
detection of a moving ship, collision detection for a falling bowling ball, and line-of-sight
visibility. Table 4-4 matches database classes with the pfNodeTravMask and
pfGSetIsectMask values used to support the traversal tests listed above.

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Table 4-4

Database Classes and Corresponding Node Masks

Database Class

Node Mask

Water

0x01

Ground

0x02

Pier

0x04

Clouds

0x08

Once the mask values at nodes in the database have been set, intersection traversals can
be directed by them. For example, the line segments for ship collision detection should
be sensitive to the water, ground, and pier, while a those for a bowling ball would ignore
intersections with water and the clouds, testing only against the ground and pier.
Line-of-sight ranging should be sensitive to all the geometry in the scene. Table 4-5 lists
the traversal mask values and mask representations that would achieve the proper
intersection tests.
Table 4-5

Representing Traversal Mask Values

Intersection Class

Mask Value

Mask Representation

Ship

0x07

(Water | Ground | Pier)

Bowling ball

0x06

(Ground | Pier)

Line-of-sight ranging

0x0f

(Water | Ground | Pier | Clouds)

The intersection traversal prunes a node as soon as it gets a zero result from doing a
bitwise AND of the node intersection mask and the traversal mask specified by the
pfSegSet’s isectMask field. Thus, all nodes in the scene graph should normally be set to be
the bitwise OR of the masks of their children. After setting the class-specific masks for
different subgraphs of the scene, this can be accomplished by calling
pfNodeTravMask(root, PFSET_OR, PFTRAV_SET_FROM_CHILD, 0x0);

which sets each node’s mask by OR-ing 0x0 with the current mask and the masks of the
node’s children.

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Note that this traversal, like that used to update node bounding volumes, is unusual in
that it propagates information up the graph from leaf nodes to root.

Discriminator Callbacks
If you need to make a more sophisticated discrimination than node masks allow about
when an intersection is valid, IRIS Performer can issue a callback on each successful
intersection and let you decide whether the intersection is valid in the current context.
If a callback is specified in pfNodeIsectSegs(), then at each level where an intersection
occurs—for example, with bounding volumes of libpf pfGeodes (mode
PFTRAV_IS_GEODE), libpr GeoSets (mode PFTRAV_IS_GSET), or individual geometric
primitives (mode PFTRAV_IS_PRIM)—IRIS Performer invokes the callback, giving it
information about the candidate intersection. The value you return from the callback
determines whether the intersection should be ignored and how the intersection
traversal should proceed.
If the return value includes the bit PFTRAV_IS_IGNORE, the intersection is ignored. The
intersection traversal itself can also be influenced by the callback. The traversal is subject
to three possible fates, as detailed in Table 4-6.
Table 4-6

Possible Traversal Results

Set Bits

Meaning

PFTRAV_CONT

Continue the traversal inside this subgraph or GeoSet.

PFTRAV_PRUNE

Continue the traversal but skip the rest of this subgraph or GeoSet.

PFTRAV_TERM

Terminate the traversal here.

Line Segment Clipping
Usually, the intersection point of most interest is the one that is nearest to the beginning
of the segment. By default, after each successful intersection, the end of the segment is
clipped so that the segment now ends at the intersection point. Upon the final return
from the traversal, it contains the closest intersection point.

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However, if you want to examine all intersections along a segment you can use a
discriminator callback to tell IRIS Performer not to clip segments—simply leave out the
PFTRAV_IS_CLIP_END bit in the return value. If you want the farthest intersection
point, you can use PFTRAV_IS_CLIP_START so that after each intersection the new
segment starts at the intersection point and extends outward.

Traversing Special Nodes
Level-of-detail nodes are intersected against the model for range zero, which is typically
the highest level-of-detail. If you want to select a different model, you can turn off the
intersection mask for the LOD node and place a switch node in parallel (having the same
parent and children as the LOD) and set it to the desired model.
Sequences and switches intersect using the currently active child or children. Billboards
are not intersected, since no eyepoint is defined for intersection traversals.

Picking
pfChanPick() provides a simple interface for intersection testing by enabling the user to
move a mouse to select one or more geometries. The method uses pfNodeIsectSegs()
and uses the high bit, PFIS_PICK_MASK, of the intersection mask in the scene graph.
Setting up picking with pfNodePickSetup() sets this bit in the intersection mask
throughout the specified subgraph, but does not enable caching inside pfGeoSets. See
“Performance” on page 115.
pfChanPick() has an extra feature: it can either return the closest intersection
(PFPK_M_NEAREST) or return all pfHits along the picking ray (PFPK_M_ALL).

Performance
The intersection traversal uses the hierarchical bounding volumes in the scene graph to
allow culling of the database and then processes candidate GeoSets by testing against
their internal geometry. For this reason, the hierarchy should reflect the spatial
organization of the database. High-performance culling has similar requirements (see
Chapter 19, “Performance Tuning and Debugging”).

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Performance Trade-offs

IRIS Performer currently retains no information about spatial organization of data within
GeoSets, so each triangle in the GeoSet must be tested. Although large GeoSets are good
for rendering performance in the absence of culling, spatially localized GeoSets are best
for culling (since a GeoSet is the smallest culling unit), and spatially localized GeoSets
with few primitives are best for intersections.
Front Face/Back Face

One way to speed up intersection testing is to turn on PFTRAV_IS_CULL_BACK. When
this flag is enabled, only front-facing geometry is tested.
Enabling Caching

Precomputing information about normals and projections speeds up intersections inside
GeoSets. For the best performance, you should enable caching in GeoSets when you set
the intersection masks with pfNodeTravMask().
If the geometry within a GeoSet is dynamic, such as waves on a lake, caching can cause
incorrect results. However, for geometry that changes only rarely, you can use
pfGSetIsectMask() to recompute the cache as needed.

Intersection Methods for Segments
Normally, when intersecting down to the primitive level each line segment is separately
tested against each bounding volume in the scene graph, and after passing those tests is
intersected against the pfGeoSet bounding box. Segments that intersect the bounding
box are eventually tested against actual geometry.
When a pfSegSet has a spatially localized group of at least several line segments, you can
speed up the traversal by providing a bounding volume. You can use
pfCylAroundSegs() to create a bounding cylinder for the segments, and place a pointer
to the resulting cylinder in the pfSegSet’s bound field; then OR the PFTRAV_IS_BCYL bit
into the pfSegSet’s mode field.
If only a rough volume-volume intersection is required, you can specify a bounding
cylinder in the pfSegSet without any line segments at all and request discriminator
callbacks at the PFTRAV_IS_NODE or PFTRAV_IS_GSET level.

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Figure 4-4 illustrates some aspects of this process. The portion of the figure labeled A
represents a single segment; B is a collection of nonparallel segments, not suitable for
tightly bounding with a cylinder; and C shows parallel segments surrounded by a
bounding cylinder. In the bottom portion of the figure, the bounding cylinder around the
segments intersects the bounding box around the object; each segment in the cylinder
thus must be tested individually to see if any of them intersect.

Figure 4-4

Intersection Methods

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Chapter 5

“Frame and Load Control”

This chapter explains how to control frame rate, synchronization, and
dynamic load management.

Chapter 5

5. Frame and Load Control

This chapter describes how to manage the display operations of a visual simulation
application to maintain the desired frame rate and visual performance level.In addition
this chapter covers advanced topics including multiprocessing and shared memory
management.

Frame-Rate Management
A frame is the period of time in which all processing must be completed before updating
the display with a new image, for example, a frame rate of 60Hz means the display is
updated 60 times per second and the time extent of a frame is 16.7ms. The ability to fit all
processing within a frame depends on several variables, some of which are:
•

the number of pixels being filled

•

the number of transformations and modal changes being made

•

the amount of processing required to create a display list for a single frame

•

the quantity of information being sent to the graphics subsystem

Through intelligent management of Silicon Graphics CPU and graphics hardware, IRIS
Performer minimizes the above variables in order to achieve the desired frame rate.
However, in some cases, peak frame rate is less important than a fixed frame rate. Fixed
frame rate means that the display is updated at a consistent, unvarying rate. While a
simple step towards achieving a fixed frame rate is to reduce the maximum frame rate to
an easily achievable level, we shall explore other (less Draconian) mechanisms in this
chapter that do not adversely impact frame rates.
As discussed in the following sections, IRIS Performer lets you select the frame rate and
has built-in functionality to maintain that frame rate and control overload situations
when the draw time exceeds or grows uncomfortably close to a frame time. While these
methods can be effective, they do require some cooperation from the run-time database.
In particular, databases should be modeled with levels-of-detail and be spatially
arranged.

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Selecting the Frame Rate
IRIS Performer is designed to run at the fixed frame rate as specified by pfFrameRate().
Selecting a fixed frame rate does not in itself guarantee that each frame can be completed
within the desired time. It is possible that some frames might require more computation
time than is allotted by the frame rate. By taking too long, these frames cause dropped or
skipped frames. A situation in which frames are dropped is called an overload or overrun
situation. A system that is close to dropping frames is said to be in stress.

Achieving the Frame Rate
The first step towards achieving a frame rate is to make sure that the scene can be
processed in less than a frame’s time—hopefully much less than a frame’s time.
Although minimizing the processing time of a frame is a huge effort, rife with tricks and
black magic, certain techniques stand out as IRIS Performer’s main weapons against
slothful performance:
•

Multiprocessing. The use of multiple processes on multi-CPU systems can
drastically increase throughput.

•

View culling. By trivially rejecting portions of the database outside the viewing
volume, performance can be increased by orders of magnitude.

•

State sorting. Many graphics pipelines are sensitive to graphics mode changes.
Sorting a scene by graphics state greatly reduces mode changes, increasing the
efficiency of the hardware.

•

Level-of-detail. Objects that are far away project to a relatively small area of the
display so fewer polygons can be used to render the object without substantial loss
of image quality. The overall result is fewer polygons to draw and improved
performance.

Multiprocessing and level-of-detail is discussed in this chapter while view culling and
state sorting are discussed in Chapter 4, “Database Traversal.” More information on
sorting in the context of performance tuning can be found in Chapter 19, “Performance
Tuning and Debugging.”

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Fixing the Frame Rate
Frame intervals are fixed periods of time but frame processing is variable in nature.
Because things change in a scene, such as when objects come into the field of view, frame
processing cannot be fixed. In order to maintain a fixed frame rate, the average frame
processing time must be less than the frame time so that fluctuations don’t exceed the
selected frame time. Alternately, the scene complexity can be automatically reduced or
increased so that the frame rate stays within a user-defined “sweet spot”. This
mechanism requires that the scene be modeled with levels-of-detail (pfLOD nodes).
Each frame, IRIS Performer calculates the system load for each frame. Load is calculated
as the percentage of the frame period it took to process the frame. Then if the default IRIS
Performer fixed frame rate mechanisms are enabled, load is used to calculate system
stress, which is in turn used to adjust the level of detail (LOD) of visible models. LOD
management is IRIS Performer’s primary method of managing system load.
Table 5-1 shows the IRIS Performer functions for controlling frame processing.
Table 5-1

Frame Control Functions

Function

Description

pfFrameRate

Set the desired frame rate.

pfSync

Synchronize processing to frame boundaries.

pfFrame

Initiate frame processing.

pfPhase

Control frame boundaries.

pfChanStressFilter

Control how stress is applied to LOD ranges.

pfChanStress

Manually control the stress value.

pfGetChanLoad

Determine the current system load.

pfChanLODAttr

Control how LOD is performed, including global LOD
adjustment and blending (fade).

Figure 5-1 shows a frame-timing diagram that illustrates what occurs when frame
computations are not completed within the required interval. The solid vertical lines in
Figure 5-1 represent frame-display intervals. The dashed vertical lines represent video
refresh intervals.

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Refresh count
modulo three

0

1

2

0

1

Overrun

2

0

1

2

0

Floating
Locked

Video
refresh
interval

Frame display interval
Time in seconds
1/60TH
1/20TH

Figure 5-1

Frame Rate and Phase Control

In this example, the video scan rate is 60 Hz and the frame rate is 20 Hz. With the video
hardware running at 60 Hz, each of the 20 Hz frames should be scanned to the video
display three times, and the system should wait for every third vertical retrace signal
before displaying the next image. The numbers across the top of the figure represent the
refresh count modulo three. New images are displayed on refreshes whose count modulo
three is zero, as shown by the solid lines.
In the first frame of this example, the new image isn’t yet completed when the third
vertical retrace signal occurs; the same image must therefore be displayed again during
the next interval. This situation is known as frame overrun, because the frame
computation time extends past a refresh boundary.
Frame Synchronization

Because of the overrun, the frame and refresh interval timing is no longer synchronized;
it’s out of phase. A decision must be made either to display the same image for the
remaining two intervals, or to switch to the next image even though the refresh isn’t
aligned on a frame boundary. The frame-rate control mode, discussed in the next section,
determines which choice is selected.
Knowing that the situation illustrated in Figure 5-1 is a possibility, you can specify a
frame control mode to indicate what you would like the system to do when a frame
overrun occurs.

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To specify a method of frame-rate control, call pfPhase(). There are the following choices:
•

Free run without phase control (PFPHASE_FREE_RUN) tells the application to run
as fast as possible—to display each new frame as soon as it’s ready, without
attempting to maintain a constant frame rate.

•

Free run without phase control but with a limit on the maximum frame rate
(PFPHASE_LIMIT) tells the application to run no faster the rate specified by
pfFrameRate.

•

Fixed frame rate with floating phase (PFPHASE_FLOAT) allows the drawing
process to display a new frame (using swapbuffers(3G)) at any time, regardless of
frame boundaries.

•

Fixed frame rate with locked phase (PFPHASE_LOCK) requires the draw process to
wait for a frame boundary before displaying a new frame.

•

The draw by default will wait for a new cull result to execute its stage functions.
This behavior can be changed by including the token PFPHASE_SPIN_DRAW with
the desired mode token from the above choices. This will allow the draw to run
every frame, redrawing the previous cull result. This can allow you to make
changes of your own in draw callback functions. Objects such as viewing frustum,
pfLODs, pfDCSs, and anything else normally processed by the CULL or application
processes will not be updated until the next full cull result is available.

Free-Running Frame-Rate Control

The simplest form of frame-rate control, called free-running, is to have no control at all.
This uncontrolled mode draws frames as quickly as the hardware is able to process them.
In free-running mode, the frame rate may be 60 Hz in the areas of low database
complexity, but could drop to a slower rate in views that place greater demand on the
system. Use pfPhase(PFPHASE_FREE_RUN) to specify a free-running frame rate.
In applications in which real-time graphics provide the majority of visual cues to an
observer, the variable frame rates produced by the free-running mode may be
undesirable. The variable lag in image update associated with variable frame rate can
lead to motion sickness for the simulation participants, especially in motion
platform-based trainers or ingressive head-mounted displays. For these and other
reasons it is usually preferable to maintain a steady, consistent frame-update rate.

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Fixed Frame-Rate Control

Assume that the overrun frame in Figure 5-1 completes processing during the next
refresh period, as shown. After the overrun frame, the simulation is still running at the
chosen 20-Hz rate and is updating at every third vertical retrace. If a new image is
displayed at the next refresh, its start time lags by 1/60th of a second, and therefore it is
out of phase by that much.
Subsequent images are displayed when the refresh count modulo three is one. As the
simulation continues and additional extended frames occur, the phase continues to drift.
This mode of operation is called floating phase, as shown by the frame in Figure 5-1
labeled Floating. Use pfPhase(PFPHASE_FLOAT) to select floating-phase frame control.
The alternative to displaying a new image out of phase is to display the old image for the
remainder of the current update period, then change to the new image at the normal
time. This locked phase extends each frame overrun to an integral multiple of the selected
frame time, making the overrun more evident but also maintaining phase throughout the
simulation. This timing is shown by the frame in Figure 5-1 labeled Locked. Although this
mode is the most restrictive, it is also the most desirable in many cases. Use
pfPhase(PFPHASE_LOCK) to select phase-locked frame control.
For example, a 20-Hz phase-locked frame rate is selected by specifying:
pfPhase(PFPHASE_LOCK);
pfFrameRate(20.0f);

These specifications prevent the system from switching to a newly computed image until
a display period of 1/20th second has passed from the time the previous image was
displayed. The frame rate remains fixed even when the Geometry Pipeline finishes its
work in less time. Fixed frame-rate display therefore involves setting the desired frame
rate and selecting one of the two fixed-frame-rate control modes.
Frame Skipping

When multiple frame times elapse during the rendering of a single frame, the system
must choose which frame to draw next. If the per-frame display lists are processed in
strict succession even after a frame overrun, the visual image slowly recedes in time and
the positional correlation between display and simulation is lost. To avoid this problem,
only the most recent frame definition received by the draw process is sent to the
Geometry Pipeline, and all intervening frame definitions are abandoned. This is known
as dropping or skipping frames and is performed in both of the fixed frame-rate modes.

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Because the effects of variable frame rates, phase variance, and frame dropping are
distracting, you should choose a frame rate with care. Steady frame rates are achieved
when the frame time allows the worst-case view to be computed without overload. The
structure of the visual database, particularly in terms of uniform “complexity density,”
can be important in maximizing the system frame rate. See “Organizing a Database for
Efficient Culling” in Chapter 4 and Figure 4-3 for examples of the importance of database
structure.
Maintaining a fixed frame rate involves managing future system load by adjusting
graphics display actions to compensate for varying past and present loads. The theory
behind load management and suggested methods for dealing with variable load
situations are discussed in the “Level-of-Detail Management” section of this chapter.
Sample Code

Example 5-1 demonstrates a common approach to frame control. The code is based on
part of the main.c source file used in the perfly sample application.
Example 5-1

Frame Control Excerpt

/* Set the desired frame rate. */
pfFrameRate(ViewState->frameRate);
/* Set the MP synchronization phase. */
pfPhase(ViewState->phase);
/* Application main loop */
while (!SimDone())
{
/* Sleep until next frame */
pfSync();
/* Should do all latency-critical processing between
* pfSync() and pfFrame(). Such processing usually
* involves changing the viewing position.
*/
PreFrame();
/* Trigger cull and draw processing for this frame. */
pfFrame();
/* Perform non-latency-critical simulation updates. */
PostFrame();
}

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Maintaining Frame Rate Using Dynamic Video Resolution
When frame rate is not maintained, some frames display longer than others. If, for
example, when the frame rate is 30 frames per second, a frame takes longer than 1/30th
of a second to fill the frame buffer, the frame is not displayed. Consequently, the current
frame is displayed for two instead of one 1/30ths of a second. The result of inconsistent
frame rates is jerky motion within the scene.
Note: You have some control over what happens when a frame rate is missed. You can

choose, for example, to begin the next frame in the next 1/60th of a second, or wait for
the start of the next 1/30th second. For more information about handling frame drawing
overruns, see pfPhase in “Free-Running Frame-Rate Control” on page 125.
The key to maintaining frame rate is limiting the amount of information to be rendered.
IRIS Performer can take care of this problem automatically for you when you use the
PFPVC_DVR_AUTO token with pfPVChanDVRMode().
In PFPVC_DVR_AUTO mode, IRIS Performer checks every rendered frame to see if it
took too long to render. If it did, IRIS Performer reduces the size of the image, and
correspondingly, the number of pixels in it. Afterwards, the video hardware enlarges the
images to the same size as the pfChannel; in this way, the image is the correct size, but it
contains a reduced number of pixels, as suggested in Figure 5-2.

Figure 5-2

Real Size of Viewport Rendered Under Increasing Stress

Although the viewport is reduced as stress increases, the viewer never sees the image
grow smaller because bipolar filtering is used to enlarge the image to the size of the
channel.

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The Channel in DVR
When using Dynamic Video Resolution (DVR), the origin and size of a channel are
dynamic. For example, a viewport whose lower-left corner is at the center of a pfPipe
(with coordinates 0.5, 0.5) would be changed to an origin of (0.25, 0.25) with respect to
the full pfPipe window if the DVR settings were scaled by a factors of 0.5 in both X and
Y dimensions.
If you are doing additional rendering into a pfChannel, you may need to know the size
and the actual rendered area of the pfChannel. Use pfGetChanOutputOrigin() and
pfGetChanOutputSize() to get the actual rendered origin and size, respectively, of a
pfChannel. pfGetChanOrigin() and pfGetChanSize() gives the displayed origin and
size of the pfChannel and these functions should be used for mapping mouse positions
or other window-relative non-rendering positions to the pfChannel area.
Additionally, if DVR alters the rendered size of a pfChannel, a corresponding change
should be made to the width of points and lines. For example, when a channel is scaled
in size by one half, lines and points must be drawn half as wide as well so that when the
final image is enlarged, in this case by a factor of two, the lines and points scale correctly.
pfChanPixScale() sets the pixel scale factor. pfGetChanPixScale() returns this value for
a channel. pfChannels set this pixel scale automatically.

DVR Scaling
DVR scales linearly in response to the most common cause of draw overload: filling the
polygons. For example, if the DRAW stage process overran by 50%, to get back in under
the frame time, the new scene must draw 30% fewer pixels. We can do this with DVR by
rendering to a smaller viewport and letting the video hardware rescale the image to the
correct display size.
If pfPVChanMode() is set to PFPVC_DVR_AUTO, IRIS Performer automatically scales
each of the pfChannels. pfChannels automatically scale themselves according to the scale
set on the pfPipeVideoChannel they are using.
If the pfPVChanMode() is PFPVC_DVR_MANUAL, you control scaling according to
your own policy by setting the scale and size of the pfPipeVideoChannel in the
application process between pfSync() and pfFrame(). For example:
Total pixels drawn last frame = ChanOutX * ChanOutY * Depth Complexity

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To make the total pixels drawn 30% less, do the following:
NewChanOutX = NewChanOutY = .7 * (Chan OutX * ChanOut.)
New ChanOut X = sqrt (.7) * ChanOutX
New ChanOut X = sqrt (.7) * ChanOut X
NewChanOut = sqrt (.7) * ChanOut

Customizing DVR
Your application has full control over DVR behavior. You can either configure the
automatic mode or implement your own response control.
Automatic resizing can cause problems when an image has so much information in it the
viewport is reduced too drastically, perhaps to only a few hundred pixels, so that when
the image is enlarged, the image resolution is unacceptably blurry. To remedy this
problem, pfPipeVideoChannel includes the following methods to limit the reduction of
a video channel:
pfPVChanMaxDecScale()
sets the maximum X and Y decrement scaling that can happen in a single
step of automatic dynamic video resizing. A scale value of (-1), the
default, removes the upper bound on decremental scales.
pfPVChanMaxIncScale()
sets the maximum X and Y increment scaling that can happen in a single
step of automatic dynamic video resizing. A scale value of (-1), the
default, removes the upper bound on incremental scales.
pfPVChanMinDecScale()
sets the minimum X and Y decrement scaling that can happen in a single
step of automatic dynamic video resizing. The default value is 0.0.
pfPVChanMinIncScale()
sets the minimum X and Y increment scaling that can happen in a single
step of automatic dynamic video resizing. The default value is 0.0.
pfPVChanStress()
sets the stress of the pfPipeVideoChannel for the current frame. This call
should be made in the application process after pfSync and before
pfFrame to affect the next immediate draw process frame.
pfPVChanStressFilter()
sets the parameters for computing stress if it is not explicitly set for the
current frame by pfPVChanStress.

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Each of these methods have corresponding Get methods that return the values set by
these methods.
To resize the video channel manually, use pfPipeVideoChannel sizing methods, such as
pfPVChanOutputSize(), pfPVChanAreaScale(), and pfPVChanScale().
The pfPipeVideoChannel associated with a channel is returned by pfGetChanPVChan().
If there is more than one pfPipeVideoChannel associated with a pfPipeWindow, each one
is identified by an index number. In the case of multiple pfPipeVideoChannels, the
pfPipeVideoChannel index is set using pfChanPWinPVChanIndex() and returned by
pfGetChanPWinPVChanIndex().

Understanding the Stress Filter
pfPVChanStressFilter() sets the parameters for computing stress for a
pfPipeVideoChannel when the stress is not explicitly set for the current frame by
pfPVChanStress().
void pfPipeVideoChannel::setStressFilter(float *frameFrac,
float *lowLoad, float *highLoad, float *pipeLoadScale,
float *stressScale, float *maxStress);

frameFrac is the fraction of a frame that pfPipeVideoChannel is expected to take to render
the frame, for example, if the rendering time is equal to the period of the frame rate,
frameFrac is 1.
If there is only one pfPipeVideoChannel, it is best if frameFrac is 1. If there are more than
one pfPipeVideoChannels on the pfPipe, by default frameFrac is divided among the
pfPipeVideoChannels. You can set frameFrac explicitly for each pfPipeVideoChannel
such that a channel rendering visually-complex scenes is allocated more time than a
channel rendering simple scenes.
pfGetPFChanStressFilter() returns the stress filter parameters for pfPipeVideoChannel.
If stressScale is non-zero, stress is computed for the pfPipeVideoChannel every frame. low
and high define a hysteresis band for system load. When the load is above lowLoad and
below highLoad, stress is held constant. When the load falls outside of the lowLoad and
highLoad parameters, IRIS Performer reduces or increases stress respectively by
dynamically resizing the output area of the pfPipeVideoChannel until the load stabilizes
between lowLoad and highLoad.

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If pipeStressScale is non-zero, the load of the pfPipe of the pfPipeVideoChannel are
considered in computing the stress. maxStress is the clamping value above which the
stress value cannot go. For more information about the stress filter, see the reference page
for pfPipeVideoChannel.

Level-of-Detail Management
All graphics systems have finite capabilities that affect the number of geometric
primitives that can be displayed per frame at a specified frame rate. Because of these
limitations, maximizing visual cues while minimizing the polygon count in a database is
often an important aspect of database development. Level-of-detail processing is one of
the most beneficial tools available for managing database complexity for the purpose of
improving display performance.
The basic premise of LOD processing is that objects that are barely visible, either because
they are located a great distance from the eyepoint or because atmospheric conditions
reduce visibility, don’t need to be rendered in great detail in order to be recognizable.
This is in stark contrast to brutishly mandating that all polygons be rendered regardless
of their contribution to the visual scene. Both atmospheric effects and the visual effect of
perspective decrease the importance of details as range from the eyepoint increases. The
predominant visual effect of distance is the perspective foreshortening of objects, which
makes them appear to shrink in size as they recede into the distance.
To save rendering time, objects that are visually less important in a frame can be rendered
with less detail. The LOD approach to optimizing the display of complex objects is to
construct a number of progressively simpler versions of an object and to select one of
them for display as a function of range.
This requires you to create multiple models of an object with varying levels of detail. You
also must supply a rule to determine how much detail is appropriate for a given distance
to the eyepoint. The sections that follow describe how to create multiple LOD models
and how to control when the changeover to a different LOD occurs.

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Level-of-Detail Management

Level-of-Detail Models
Most objects comprise smaller objects that become visually insignificant at ranges where
the conglomerate object itself is still quite prominent. For example, a complex model of
an automobile might have door handles, side- and rear-view mirrors, license plates, and
other small details.
A short distance away, these features may no longer be visible, even though the car itself
is still a visually significant element of the scene. It is important to realize that as a group,
these small features may contain as many polygons as the larger car itself, and thus have
a detrimental effect on rendering speed.
You can construct two LOD models simply by providing one model that contains all of
the detailed features and another model that contains only the car body itself and none
of the detailed features. A more sophisticated scheme uses multiple LOD models that are
grouped under an LOD node.
Figure 5-3 shows an LOD node with multiple children numbered 1 through n. In this
case, the model named LOD 1 is the most detailed model and models LOD 2 through
LOD n represent progressively coarser models. Each of these LOD models might contain
children that also have LOD components. Associated with the LOD node is a list of
ranges that define the distance at which each model is appropriate to display. There is no
limit to the number of levels of detail that can be used.

Level
of Detail
Node

LOD 1

Figure 5-3

LOD 2

LOD n

Level-of-Detail Node Structure

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The object can be transformed as needed. During the culling phase of frame processing,
the distance from the eyepoint to the object is computed and used (with other factors) to
select which LOD model to display.
The IRIS Performer pfLOD node contains a value known as the center of LOD
processing. The LOD center point is an x, y, z location that defines the point used in
conjunction with the eyepoint for LOD range-switching calculations, as described in the
“Level-of-Detail Range Processing” section of this chapter.
Figure 5-4 shows an example in which multiple LOD models grouped under a parent
LOD node are used to represent a toy race car.

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Level-of-Detail Management

Blend
zones
LOD n

LOD 2

LOD 1

Switch
ranges

Figure 5-4

Level-of-Detail Processing

Figure 5-4 demonstrates that each car in a row of identical cars placed at increasing range
from the eyepoint is drawn using a different child of the tree’s LOD node.

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The double-ended arrows indicate a switch range for each level of detail. When the car
is closer to the eyepoint than the first range, nothing is drawn. When the car is between
the first and second ranges, LOD 1 is drawn. When the car is between the second and
third ranges, LOD 2 is drawn.
This range bracketing continues until the final range is passed, at which point nothing is
drawn. The pfLOD node’s switch range list contains one more entry than the number of
child nodes to allow for this range bracketing.
IRIS Performer provides the ability to specify a blend zone for each switch between LOD
models. Such that pfLOD nodes now also hold a list of these transition distances over
which IRIS Performer should ‘blend’ between neighboring LODs. These blend zones will
be discussed in more detail in “Level-of-Detail Transition Blending” on page 141.

Level of Detail States
In addition to standard LOD nodes, IRIS Performer also supports LOD state—the
pfLODState. A pfLODState is an essence a way of creating classes or priorities among
LODs. A pfLODstate contains eight parameters used to modify four different ways in
which IRIS Performer calculates LOD switch ranges and LOD transition distances. LOD
states contain the following parameters:

136

•

Scale for LODs switch Ranges.

•

Offset for LODs switch Ranges.

•

Scale for the effect of Stress of switch Ranges.

•

Offset for the effect of Stress on switch Ranges.

•

Scale for the transition distances per LOD switch

•

Offset for the transition distances per LOD switch

•

Scale for the effect of Stress on transition distances

•

Offset for the effect of Stress on transition distances

Level-of-Detail Management

These LOD states can then be attached to either single or multiple LOD nodes such that
the LOD behavior of groups or classes of objects can be different and be easily modified.
The reference pages for pfLODLODState() and pfLODLODStateIndex() contain
detailed information on how to attach pfLODStates.
LOD states are useful because in a particular scene there often exists an object of focus
such as a sign, a target, or some other object of particular visual significance that needs
to be treated specially with regard to visual importance and thus LOD behavior. It stands
to reason, that this particular object (or small group of objects) should be at the highest
detail possible despite being farther away than other elements in the scene which might
not be as visually significant. In fact, it might be feasible to diminish the detail of these
less important objects (like rocks and trees) in favor of the other more important objects
(despite these objects being further relatively in range). In this case one would just create
two LOD states. The first would be for the important objects and would effectively
disable the effect of stress on these nodes as well as scale the switch ranges such that the
object(s) would maintain more detail for further ranges. The second LOD state would be
used to make the objects of less importance be more responsive to system stress and
possibly scale their switch ranges such that they would show even less detail than
normal. In this way, LOD states allow biasing among different LODs to maintain
desirable rendering speeds while maintaining the visual integrity of various objects
depending on their subjective importance (rather than solely on their current visual
significance).
In some multichannel applications, LOD states are used to control the action of LODs in
different viewing channels that have different visual significance criteria—for instance
one channel might be a normal channel while a second might represent an infra-red
display. Rather than simple use of LOD states, it is also possible to specify a list of LOD
states to a channel and use indexes from this list for particular LODs (via
pfChanLODStateList() and pfLODLODStateIndex()). In this way, in the normal
channel a car’s geometry might be particularly important while in the infra-red channel,
the hot exhaust of the same car might be much more important to observe. This type of
channel dependent LOD can be set up by using two distinct and different LOD states for
the same index in the lists of LOD states specified for unique channels.
Note that because IRIS Performer performs LOD calculations in a range squared space
as much as possible for efficiency reasons, LOD computation becomes more costly when
LOD states contain scales that are not equal to 1.0 or offsets not equal to 0.0 for transitions
or switch ranges—these offsets force IRIS Performer to perform otherwise avoidable
square roots calculations in order to correctly calculate the effects of scale and offset on
the LOD.

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Level-of-Detail Range Processing
The LOD switch ranges present in LOD nodes are processed before being used to make
the level of detail selection. The goal of range setting is to switch LODs as objects reach
certain levels of perceptibility. The size of a channel in pixels, the field of view used in
viewing, and the distance from the observer to the display surface all affect object
perceptibility.
IRIS Performer uses a channel size of 1024x1024 pixels and a 45-degree field of view as
the basis for calculating LOD switching ranges. The screen space size of a channel and
the current field of view are used to compute an LOD scale factor that is updated
whenever the channel size or the field of view changes.
There is an additional global LOD scale factor that can be used to adjust switch ranges
based on the relationship between the observer and the display surface. The default
global scale factor is 1.
Note that LOD switch ranges are also effected by LOD states that have been attached to
either a particular LOD or to a channel that contains the LOD. These LOD states provide
the mechanism to apply both a scale and an offset for an LODs switch ranges and to the
effect of system stress on those switch ranges. See “Level of Detail States” on page 136 for
more information of pfLODStates.
Ultimately a LODs switch range without regard to system stress can be computed as
follows:
switch_range[i] =
(range[i] *
LODStateRangeScale *
ChannelLODStateRangeScale +
LODStateRangeOffset +
ChannelLODStateRangeOffset) *
ChannelLODScale *
ChannelSizeAndFOVFactor;

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Level-of-Detail Management

If IRIS Performer channel stress processing is active, the computed range is modified as
follows:
switch_range[i] *=
(ChannelLODStress *
LODStateRangeStressScale *
ChannelLODStateRangeStressScale +
LODStateRangeStressOffset +
ChannelLODStateRangeStressOffset);

Example 5-2 illustrates how to set LOD ranges.
Example 5-2

Setting LOD Ranges

/* setLODRanges() -- sets the ranges for the LOD node. The
* ranges from 0 to NumLODs are equally spaced between min
* and max. The last range, which determines how far you
* can get from the object and still see it, is set to
* visMax.
*/
void
setLODRanges(pfLOD *lod,float min, float max, float visMax)
{
int i;
float range, rangeInc;
rangeInc = (max - min)/(ViewState->shellLOD + 1);
for (range = min, i = 0; i < ViewState->shellLOD; i++)
{
ViewState->range[i] = range;
pfLODRange(lod, i, range);
range += rangeInc;
}
ViewState->range[i] = visMax;
pfLODRange(lod, i, visMax);
}
/* generateShellLODs() -- creates shell LOD nodes according
* to the parameters specified in the shared data structure.
*/
void
generateShellLODs(void)
{
int i;
pfGroup *grp;

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Chapter 5: Frame and Load Control

pfVec4 clr;
long numLOD = ViewState->shellLOD;
long numPnts = ViewState->shellPnts;
long numPcs = ViewState->shellPcs;
for (i = 1; i <= numLOD; i++)
{
if (ViewState->shellColor == SHELL_COLOR_SING)
pfSetVec4(clr, 0.9f, 0.1f, 0.1f, 1.0f);
else
/* set the color. highest level = RED;
* middle LOD = GREEN; lowest LOD = BLUE
*/
pfSetVec4(clr,
(i <= (long)floor((double)(numLOD/2.0f)))?
(-2.0f/numLOD) * i + 1.0f + 2.0f/numLOD:
0.0f,
(i <= (long)floor((double)(numLOD/2)))?
(2.0f/numLOD) * (i - 1):
(-2.0f/numLOD) * i + 2.0f,
(i <= (long)floor((double)(numLOD/2)))?
0.0f:
(2.0f/numLOD) * i - 1.0f,
1.0f);
/* build a shell GeoSet */
grp = createShell(numPcs, numPnts,
ViewState->shellSweep, &clr,
ViewState->shellDraw);
normalizeNode((pfNode *)grp);
/* add geode as another level of detail node */
pfAddChild(ViewState->LOD, grp);
/* simplify the geometry, but don’t have less than
* 4 points per circle or less than 3 pieces */
numPnts = (numPnts > 7) ? numPnts-4 : 4;
numPcs = (numPcs > 6) ? numPcs-4 : 3;
}
}
...
ViewState->LOD = pfNewLOD();
generateShellLODs();

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Level-of-Detail Management

/* get the LOD’s extents */
pfGetNodeBSphere(ViewState->LOD, &(ViewState->bSphere));
pfLODCenter(ViewState->LOD, ViewState->bSphere.center);
/* set ranges for LODs; there should be (num LODs + 1)
* range entries */
setLODRanges(ViewState->LOD, ViewState->minRange,
ViewState->maxRange, ViewState->max);

Level-of-Detail Transition Blending
An undesirable effect called popping occurs when the sudden transition from one LOD to
the next LOD is visually noticeable. This distracting image artifact can be ameliorated
with a slight modification to the normal LOD-switching process.
In this modified method a transition per LOD switch is established rather than making a
sudden substitution of models at the indicated switch range. These transitions specify
distances over which to blend between the previous and next LOD. These zones are
considered to be centered at the specified LOD switch distance, as shown by the
horizontal shaded bars of Figure 7-3. Note that IRIS Performer limits the transition
distances to be equal to the shortest distance between the switch range and the two
neighboring switch ranges. For more information, see the pfLODTransition() reference
page.
As the range from eyepoint to LOD center-point transitions the blend zone, each of the
neighboring LOD levels is drawn by using transparency to composite samples taken
from the present LOD model with samples taken from the next LOD model. For example,
at the near, center, and far points of the transition blend zone between LOD 1 and LOD
2, samples from both LOD 1 and LOD 2 are composited until the end of the transition
zone is reached, where all the samples are obtained from LOD 2.
Table 5-2 lists the transparency factors used for transitioning from one LOD range to
another LOD range.
Table 5-2

LOD Transition Zones

Distance

LOD 1

LOD 2

Near edge of blend zone

100% opaque

0% opaque

Center of blend zone

50% opaque

50% opaque

Far edge of blend zone

0% opaque

100% opaque

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Chapter 5: Frame and Load Control

LOD transitions are made smoother and much less noticeable by applying a blending
technique rather than making a sudden transition. Blending allows LOD transitions to
look good at ranges closer to the eye than LOD popping allows. Decreasing switch
ranges in this way improves the ability of LOD processing to maximize the visual impact
of each polygon in the scene without creating distracting visual artifacts.
The benefits of smooth LOD transition have an associated cost. The expense lies in the
fact that when an object is within a blend zone, two versions of that object are drawn.
This causes blended LOD transitions to increase the scene polygon complexity during
the time of transition. For this reason, the blend zone is best kept to the shortest distance
that avoids distracting LOD-popping artifacts. Currently, fade level of detail is
supported only on RealityEngine graphics systems.
Note that the actual ‘blend’ or ‘fade’ distance used by IRIS Performer can also be adjusted
by the LOD priority structures called pfLODStates. pfLODStates hold an offset and scale
for the size of transition zones as well as an offset and scale for how system stress can
affect the size of the transition zones. See “Level of Detail States” on page 136 for more
information on pfLODStates.
Note also, that there exists a global LOD transition scale on a per channel basis that can
affect all transition distances uniformly.
Thus for an LOD with 5 switch ranges R0, R1, R2, R3, R4 to switch between four models
(M0, M1, M2, M3), there are 5 transition zones T0 (fade in M0), T1 (blend between M0
and M1), T2 (blend between M1 and M2), T3 (blend between M2 and M3), T4 (fade out
M3). The actual fade distances (without regard to channel stress) are as follows.
fadeDistance[i] =
(transition[i] *
LODStateTransitionScale *
ChannelLODStateTransitionScale +
LODStateTransitionOffset +
ChannelLODStateTransitionOffset) *
ChannelLODFadeScale;

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Level-of-Detail Management

If IRIS Performer management of channel stress is turned on then the above fade distance
is modified as follows:
fadeDistance[i] /=
(ChannelStress *
LODStateTransitionStressScale *
ChannelLODStateTransitionStressScale +
LODStateTransitionStressOffset +
ChannelLODStateTransitionStressOffset);

Terrain Level of Detail
In creating LOD models and transitions for objects, it’s often safe to assume that the entire
model should transition at the same time. It’s quite reasonable to make features of an
automobile such as door handles disappear from the scene at the same time even when
the passenger door is slightly closer than the driver’s door. It is much less clear that this
approach would work for very large objects such as an aircraft carrier or a space station,
and it’s clearly not acceptable for objects that span a large extent, such as a terrain surface.
Attempts to handle large-extent objects with discrete LOD tools focus on breaking the big
object into myriad small objects and treating each small object independently. This works
in some cases but often fails at the junction between two or more independent objects
where cracks or seams exist when different detail levels apply to the objects. Some terrain
processing systems have attempted to provide a hierarchy of crack filling geometry that
is enabled based on the LOD selections of two neighboring terrain patches. This “digital
grout” becomes untenable when more than a few patches share a common vertex.
You can always make the transitions between LODs smooth by using active surface
definition (ASD). ASD treats the entire terrain as a single connected surface rather than
multiple patches that are loaded into memory as necessary. The surface is modeled with
several hierarchical level-of-detail (LOD) meshes in data structures that allow for the
rapid evaluation of smooth LOD transitions, load management on the evaluation itself,
and efficient generation of a meshed terrain surface of the visible triangles for the current
frame. For more information, refer to the Chapter 15, “Active Surface Definition.”

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Arbitrary Morphing

Terrain level of detail using an interpolative active surface definition is a restricted form
of the more general notion of object morphing. Morphing of models such as the car in a
previous example can simply involve scaling a small detail to a single point and then
removing it from the scene. Morphing is possible even when the topologies of
neighboring pairs do not match. Both models and terrain can have vertex, normal, color,
and appearance information interpolated between two or more representations. The
advantages of this approach include: reduced graphics complexity since blending is not
used, constant intersection truth for collision and similar tasks, and monotonic database
complexity that makes system load management much simpler. Such evaluation might
make use of the compute process and pfFlux objects to hold the vertex data and to
modify the scene graph control to chose the proper form of the object. pfSwitch nodes
can take a pfFlux for holding its value; see the pfSwitchValFlux() reference page. pfLOD
nodes can take a flux for controlling range with pfLODRangeFlux(). See the pfLOD and
pfEngine reference pages for more information on morphing.

Dynamic Load Management
Because the effects of variable image update rates can be objectionable, many simulation
applications are designed to operate at a fixed frame rate. One approach to selecting this
fixed frame rate is to select an update rate constrained by the most complex portion of
the visual database. Although this conservative approach may be acceptable in some
cases, IRIS Performer supports a more sophisticated approach using dynamic LOD
scaling.
Using multiple LOD models throughout a database provides the traversal system with a
parameter that can be used to control the polygonal complexity of models in the scene.
The complexity of database objects can be reduced or increased by adjusting a global
LOD range multiplier that determines which LOD level is drawn.
Using this facility, a closed-loop control system can be constructed that adjusts the
LOD-switching criteria based on the system load, also called stress, in order to maintain
a selected frame rate.
Figure 5-5 illustrates a stress-processing control system.

144

Dynamic Load Management

Desired Frame Time

ra

ess
Str ers
t
me

Pa

r
ilte
s FOD)
s
e
Str Set L
(
sal
ver )
Tra LOD
e
(Us
ng

eri

nd

Re

Frame
Buffer

Actual Frame Time

Figure 5-5

Stress Processing

In Figure 5-5, the desired and actual frame times are compared by the stress filter. Based
on the user-supplied stress parameters, the stress filter adjusts the global LOD scale
factor by increasing it when the system is overloaded and decreasing it when the system
is underloaded. In this way, the system load is monitored and adjusted before each frame
is generated.
The degree of stability for the closed-loop control system is an important issue. The ideal
situation is to have a critically damped control system—that is, one in which just the right
amount of control is supplied to maintain the frame rate without introducing
undesirable effects. The effects of overdamped and underdamped systems are visually
distracting. An underdamped system oscillates, causing the system to continuously
alternate between two different LOD models without reaching equilibrium.
Overdamped systems may fail to react within the time required to maintain the desired
frame rate. In practice, though, dynamic load management works well, and simple stress
functions can handle the slowly changing loads presented by many databases.

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Chapter 5: Frame and Load Control

The default stress function is controlled with user-selectable parameters. These
parameters are set using the function pfChanStressFilter().
The default stress function is implemented by the code fragment in Example 5-3.
Example 5-3

Default Stress Function

/* current load */
curLoad = drawTime * frameRate * frameFrac;
/* integrated over time */
if (curLoad < lowLoad)
stressLevel -= stressParam * stressLevel;
else
if (curLoad > highLoad)
stressLevel += stressParam * stressLevel;
/* limited to desired range */
if (stressLevel < 1.0)
stressLevel = 1.0;
else
if (stressLevel > maxStress)
stressLevel = maxStress;

The parameters lowLoad and highLoad define a “comfort zone” for the control system. The
first if-test in the code fragment demonstrates that this comfort zone acts as a dead band.
Instantaneous system load within the bounds of the dead band doesn’t result in a change
in the system stress level. If the size of the comfort zone is too small, oscillatory distress
is the probable result. It is often necessary to keep the highLoad level below the 100% point
so that blended LOD transitions don’t drive the system into overload situations.
For those applications in which the default stress function is either inappropriate or
insufficient, you can compute the system stress yourself and then set the stress load
factor. Your filter function can access the same system measures that the default stress
function uses, but it’s also free to keep historical data and perform any feedback-transfer
processing that application-specific dynamic load management may require.

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Successful Multiprocessing With IRIS Performer

The primary limitation of the default stress function is that it has a reactive rather than
predictive nature. One of the major advantages of user-written stress filters is their ability
to predict future stress levels before increased or decreased load situations reach the
pipeline. Often the simulation application knows, for example, when a large number of
moving models will soon enter the viewing frustum. If their presence is anticipated, then
stress can be artificially increased so that no sudden LOD changes are required as they
actually enter the field of view.

Successful Multiprocessing With IRIS Performer
Advanced

This section describes an advanced topic that applies only to systems with more than one
CPU. If you don’t have a multiple-CPU system, you may want to skip this
section.
IRIS Performer uses multiprocessing to increase throughput for both rendering and
intersection detection. Multiprocessing can also be used for tasks that run
asynchronously from the main application like database management. Although IRIS
Performer hides much of the complexity involved, you need to know something about
how multiprocessing works in order to use multiple processors well.

Review of Rendering Stages
IRIS Performer application renders images using one or more pfPipes as independent
software-rendering pipelines. The flow through the rendering pipeline can be modeled
using these functional stages:
Intersection

Test for intersections between segments and geometry to simulate
collision detection or line-of-sight for example.

Application

Do requisite processing for the visual simulation application, including
reading input from control devices, simulating the vehicle dynamics of
moving models, updating the visual database, and interacting with
other networked simulation stations.

Cull

Traverse the visual database and determine which portions of it are
potentially visible, perform level-of-detail selection for models with
multiple representations, and build sorted, optimized display list for the
draw stage.

Draw

Issue graphics library commands to a Geometry Pipeline in order to
create an image for subsequent display.

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You can partition these stages into separate parallel processes in order to distribute the
work among multiple CPUs. Depending on your system type and configuration, you can
use any of several available multiprocessing models.

Choosing a Multiprocessing Model
Use pfMultiprocess() to specify which functional stages, if any, should be forked into
separate processes. The multiprocessing mode is actually a bitmask where each bit
indicates that a particular stage should be configured as a separate process. For example,
the bit PFMP_FORK_DRAW means the draw stage should be split into its own process.
Table 5-3 lists some convenience tokens that represent common multiprocessing modes:
Table 5-3

Multiprocessing Models

Model Name

Description

PFMP_APPCULLDRAW

Combine the application, cull, and draw stages into a single
process. In this model, all of the stages execute within a single frame
period. This is the minimum-latency mode of operation.

PFMP_APP_CULLDRAW

Combine the cull and draw stages in a process that is separate from
the application process. This model provides a full frame period for
the application process, while culling and drawing share this same
interval. This mode is appropriate when the host’s simulation tasks
are extensive but graphic demands are light, as might be the case
when complex vehicle dynamics are performed but only a simple
dashboard gauge is drawn to indicate the results.

or
PFMP_FORK_CULL

PFMP_APPCULL_DRAW
or
PFMP_FORK_DRAW

PFMP_APP_CULL_DRAW
or
PFMP_FORK_CULL |
PFMP_FORK_DRAW

148

Combine the application and cull stages in a process that is separate
from the draw process. This mode is appropriate for many
simulation applications when application and culling demands are
light. It allocates a full CPU for drawing and has the APP and CULL
stages share a frame period. Like the PFMP_APP_CULLDRAW
mode, this mode has a single frame period of pre-draw latency.
Perform the application, cull, and draw stages as separate
processes. This is the full maximum-throughput multiprocessing
mode of IRIS Performer operation. In this mode, each pipeline stage
is allotted a full frame period for its processing. Two frame periods
of latency exist when using this high degree of parallelism.

Successful Multiprocessing With IRIS Performer

You can also use pfMultiprocess() to specify the method of communication between the
cull and draw stages, using the bitmasks PFMP_CULLoDRAW and
PFMP_CULL_DL_DRAW.
Cull-Overlap-Draw Mode

Setting PFMP_CULLoDRAW specifies that the cull and draw processes for a given frame
should overlap—that is, that they should run concurrently. For this to work, the cull and
draw stages must be separate processes (PFMP_FORK_DRAW must be true). In this
mode the two stages communicate in the classic producer-consumer model, by way of a
pfDispList that is configured as a ring (FIFO) buffer; the cull process puts commands on
the ring while the draw process simultaneously consumes these commands.
The main benefit of using PFMP_CULLoDRAW is reduced latency, since the number of
pipeline stages is reduced by one and the resulting latency is reduced by an entire frame
time. The main drawback is that the draw process must wait for the cull process to begin
filling the ring buffer.
Forcing pfDisplayList Generation

When the cull and draw stages are in separate processes, they communicate through a
pfDispList; the cull process generates the display list, and the draw process traverses and
renders it. (The display list is configured as a ring buffer when using
PFMP_CULLoDRAW mode, as described in the “Cull-Overlap-Draw Mode” section).
However, when the cull and draw stages are in the same process (as occurs with the
PFMP_APPCULLDRAW or PFMP_APP_CULLDRAW multiprocessing models) a
display list isn’t required and by default one will not be used. Leaving out the pfDispList
eliminates overhead. When no display list is used, the cull trigger function pfCull() has
no effect; the cull traversal takes place when the draw trigger function pfDraw() is
invoked.
In some cases you may want an intermediate pfDispList between the cull and draw
stages even though those stages are in the same process. The most common situation that
calls for such a setup is multipass rendering, when you want to cull only once but render
multiple times. With PFMP_CULL_DL_DRAW enabled, pfCull() generates a pfDispList
that can be rendered multiple times by multiple calls to pfDraw().

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Intersection Pipeline

The intersection pipeline is a two-stage pipeline consisting of the application and the
intersection stages. The intersection stage may be configured as a separate process by
setting the PFMP_FORK_ISECT bit in the bitmask given to pfMultiprocess(). When
configured as such, the intersection process is triggered for the current frame when the
application process calls pfFrame(). Then in the special intersection callback set with
pfIsectFunc(), you can invoke any number of intersection requests with
pfNodeIsectSegs(). To support this operation, the intersection process keeps a copy of
the scene graph pfNodes.
The intersection process is asynchronous so that if it does not finish within a frame time
it does not slow down the rendering pipeline(s).
The Compute Process

The compute process is an asynchronous process provided for doing extensive
asynchronous computation. The compute stage is done as part of pfFrame() in the
application process unless it is configured to run as separate process by setting the
PFMP_FORK_COMPUTE bit in the pfMultiprocess() bitmask. The compute process is
asynchronous so that if it does not finish within a frame time, it will not slow down the
rendering pipeline. The compute process is intended to work with pfFlux objects, placing
the results of asynchronous computation in pfFluxes. pfFlux will automatically manage
the needed multibuffering and frame consistency requirements for the data.See
Chapter 14, “Dynamic Data,” for more information on pfFlux. Some IRIS Performer
objects, such as pfASD, do their computation in the compute stage so pfCompute() must
be called from any compute user callback if one has been specified with
pfComputeFunc().
Multiple Rendering Pipelines

By default, IRIS Performer uses a single pfPipe, which in turn draws one or more
pfChannels into one or more pfPipeWindows. If you want to use multiple rendering
pipelines, as on two- or three-Geometry Pipeline Onyx RealityEngine2 systems, use
pfMultipipe() to specify the number of pfPipes required. When using multiple pipelines,
the PFMP_APPCULLDRAW and PFMP_APPCULL_DRAW modes are not supported
and IRIS Performer defaults to the PFMP_APP_CULL_DRAW multiprocessing
configuration. Regardless of the number of pfPipes, there is always a single application
process which triggers the rendering of all pipes with pfFrame().

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Successful Multiprocessing With IRIS Performer

Multithreading

For additional multiprocessing and attendant increased throughput, the CULL stage of
the rendering pipeline may be multithreaded. Multithreading means that a single pipeline
stage is split into multiple processes, or threads which concurrently work on the same
frame. Use pfMultithread() to allocate a number of threads for the cull stage of a
particular rendering pipeline.
Cull multithreading takes place on a per-pfChannel basis, that is, each thread does all
the culling work for a given pfChannel. Thus, an application with only a single channel
will not benefit from multithreading the cull and an application with multiple, equally
complex channels will benefit most by allocating a number of cull threads equal to the
number of channels. However, it is legal to allocate fewer cull threads if you do not have
enough CPUs—in this case the threads are assigned to channels on a need basis.
Order of Calls

The multiprocessing model set by pfMultiprocess() is used for each of the rendering
pipelines. In programs that configures the application stage as a separate process, all IRIS
Performer calls must be made from the process that calls pfConfig() or the results are
undefined. Both pfMultiprocess(), pfMultithread(), and pfMultipipe() must be called
after pfInit() but before pfConfig(). pfConfig() configures IRIS Performer according to
the required number of pipelines and the desired multiprocessing and multithreading
modes, forks the appropriate number of processes, and then returns control to the
application. pfConfig() should be called only once during each IRIS Performer
application.
Comparative Structure of Models

Figure 5-6 shows timing diagrams for each of the process models. The vertical lines are
frame boundaries. Five frames of the simulation are shown to allow the system to reach
steady-state operation. Only one of these models can be selected at a time, but they are
shown together so that you can compare their structures.
Boxes represent the functional stages and are labeled as follows:
An

application process for the nth frame

Cn

cull process for the nth frame

Dn

draw process for the nth frame

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Chapter 5: Frame and Load Control

APP
A

CULL
C

DRAW
D

Host
Simulation
Process

Cull
Process
(traversal)

Draw
Process

Period=1/Frame Rate

A0

PFMPAPPCULLDRAW

P0

C0

A0

D0

C0

A1

C1

A1

D1

C1

A2

C2

A2

D2

C2

A3

C3

A3

D3

C3

A4

C4

A4

D4

C4

PFMPAPPCULL_DRAW
P1

P0

A0

D0

D1

D2

D3

A1

A2

A3

A4

PFMP_APP_CULLDRAW
C0

P1

P0

A0

PFMP_APP_CULL_DRAW P1

D0

C1

A0

Start

A4

C0

C1

C2

C3

D0

D1

D2

A2

A3

A4

C1
D0

Frame 0

Time

Figure 5-6

152

D3

C3

A3

C0

P2

D2

A2

A1

PFMP_APP_CULL0DRAW P1

C2

A1

P2

P0

D1

Multiprocessing Models

C2
D1

Frame 1

C3
D2

Frame 2

D3

Frame 3

Frame 4

Successful Multiprocessing With IRIS Performer

Notice that when a stage is split into its own process, the amount of time available for all
stages increases. For example, in the case where the application, cull, and draw stages are
3 separate processes, it is possible for total system performance to be tripled over the
single process configuration.

Asynchronous Database Processing
Many databases are too large to fit into main memory. A common solution to this
problem is called database paging where the database is divided into manageable chunks
on disk and loaded into main memory when needed. Usually chunks are paged in just
before they come into view and are deleted from the scene when they are comfortably
out of viewing range.
All this paging from disk and deleting from main memory takes a lot of time and is
certainly not amenable to maintaining a fixed frame rate. The solution supported by IRIS
Performer is asynchronous database paging in which a process, completely separate from
the main processing pipeline(s), handles all disk I/O and memory allocations and
deletions. To facilitate asynchronous database paging, IRIS Performer provides the
pfBuffer structure and the DBASE process.
DBASE Process

The database (or DBASE) process is forked by pfConfig() if the PFMP_FORK_DBASE bit
was set in the mode given to pfMultiprocess(). The database process is triggered when
the application process calls pfFrame() and invokes the user-defined callback set with
pfDBaseFunc(). The database process is totally asynchronous. If it exceeds a frame time
it does not slow down any rendering or intersection pipelines.
The DBASE process is intended for asynchronous database management when used
with pfBuffer.
pfBuffer

A pfBuffer is a logical buffer which isolates database changes to a single process,
avoiding disastrous collisions on data from multiple processes. In typical use, a pfBuffer
is created with pfNewBuffer(), made current with pfSelectBuffer() and merged with the
main IRIS Performer buffer with pfMergeBuffer(). While the DBASE process is intended
for pfBuffer use, other processes forked by the application may also use different
pfBuffers in parallel for multithreaded database management. By ensuring that only a

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single process uses a given pfBuffer at a given time and following a few scoping rules
discussed below, the application can safely and efficiently implement asynchronous
database paging
A pfNode is said to have buffer scope or be “in” a particular pfBuffer. This is an important
concept because it affects what you can do with a given node. A newly-created node is
automatically “in” the currently active pfBuffer until that pfBuffer is merged using
pfMergeBuffer(). At that instant, the pfNode is moved into the main IRIS Performer
buffer, otherwise known as the application buffer.
A rule in pfBuffer management is that a process may only access nodes that are in its
current pfBuffer. As a result, a database process may not directly add a newly created
subgraph of nodes to the main scene graph because all nodes in the main scene graph
have application buffer scope only—they are isolated from the database pfBuffer. This
may seem inconvenient at first but it eliminates catastrophic errors like, for example, the
application process traverses a group at the same time you add a child, changing its child
list and causing the traversal to chase a bad pointer.
Remedies to the inconveniences stated above are the pfBufferAddChild(),
pfBufferRemoveChild() and pfBufferClone() routines. The first two routines are
identical to their non-buffer counterparts pfAddChild() and pfRemoveChild() except
the buffer versions do not happen immediately. Other functions, pfBufferAdd(),
pfBufferInsert(), pfBufferReplace(), and pfBufferRemove(), perform the
buffer-oriented delayed-action versions of the corresponding non-buffer pfList
functions. In all cases the add, insert, replace, or removal request is placed on a list in the
current pfBuffer and is processed later at pfMergeBuffer() time.
pfBufferClone() supports the notion of maintaining a “library” of common objects like
trees or houses in a special library pfBuffer. The main database process then clones
objects from the library pfBuffer into the database pfBuffer, possibly pfFlatten()ing them
for improved rendering performance. pfBufferClone() is identical to pfClone() except
the buffer version requires that the source pfBuffer be specified and that all cloned nodes
have scope in the source pfBuffer.
pfAsyncDelete

We’ve discussed how to create subgraphs for database paging: create and select a current
pfBuffer, create nodes and build the subgraph, call pfBufferAddChild() and finally
pfMergeBuffer() to incorporate the subgraph into the application’s scene. But what about
freeing the memory of old, unwanted subgraphs? For this we turn to pfAsyncDelete().

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pfDelete() is the normal mechanism for deleting objects and freeing their associated
memory. However, pfDelete() can be a very costly routine since it must traverse,
unreference, and register a deletion request for every IRIS Performer object it encounters
which has a 0 reference count. pfAsyncDelete(), in conjunction with a forked DBASE
process, moves the burden of deletion to the asynchronous database process so that all
rendering and intersection pipelines are not adversely affected.
pfAsyncDelete() may be called from any process and places an asynchronous deletion
request on a global list that is processed later by the DBASE stage when its trigger
routine, pfDBase() is called. A major difference from pfDelete() is that pfAsyncDelete()
does not immediately check the reference count of the object to be deleted and so does
not return a value indicating whether the deletion was successful or not. At this time
there is no way of querying the result of a pfAsyncDelete() request so care should be
taken that the object to be deleted has no reference counts or memory leaks will result.

Rules for Invoking Functions While Multiprocessing
There are some restrictions on which functions can be called from an IRIS Performer
process while multiple processes are running. Some specialized processes (such as the
process handling the draw stage) can call only a few specific IRIS Performer functions,
and can’t call any other kinds of functions. This section lists general and specific rules
concerning function invocation in the various IRIS Performer and user processes.
In this section, the term “the draw process” refers to whichever process is handling the
draw stage, regardless of whether that process is also handling other stages. Similarly,
“the cull process” and “the application process” refer to the processes handling the cull
and application stages, respectively.
This is a general list of the kinds of routines you can call from each process:
application

configuration routines, creation and deletion routines, set and get
routines, and trigger routines such as pfAppFrame(), pfSync(),
pfFrame()

database

creation and deletion routines, set and get routines, pfDBase(),
pfMergeBuffer()

cull

pfCull(), pfCullPath(), IRIS Performer graphics routines

draw

pfClearChan(), pfDraw(), pfDrawChanStats(), IRIS Performer
graphics routines, graphics library routines

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More specific elaborations:
•

156

You should call configuration routines only from the application process, and only
after pfInit() and before pfConfig(). pfInit() must be the first IRIS Performer call
except for those routines that configure shared memory (see “Memory Allocation”
in Chapter 13). Configuration routines don’t take effect until pfConfig() is called.
These are the configuration routines:
–

pfMultipipe()

–

pfMultiprocess()

–

pfMultithread()

–

pfHyperpipe()

•

You should call creation routines, such as pfNewChan(), pfNewScene(), and
pfAllocIsectData(), only in the application process after calling pfConfig() or in a
process which has an active pfBuffer. There is no restriction on creating libpr objects
like pfGeoSets and pfTextures.

•

pfDelete() should only be called from the application or database processes.
pfAsyncDelete() may be called from any process.

•

Read-only routines—that is, the pfGet*() functions—can be called from any IRIS
Performer process. However, if a forked draw process queries a pfNode, the data
returned will not be frame-accurate. (See “Multiprocessing and Memory” on
page 158.)

•

Write routines—functions that set parameters—should be called only from the
application process or a process with an active pfBuffer. It is possible to call a write
routine from the cull process, but it isn’t recommended since any modifications to
the database will not be visible to the application process if it is separate from the
cull (as when using PFMP_APP_CULLDRAW or PFMP_APP_CULL_DRAW).
However, for transient modifications like custom level-of-detail switching, it is
reasonable for the cull process to modify the database. The draw process should
never modify any pfNode.

Successful Multiprocessing With IRIS Performer

•

IRIS Performer graphics routines should be called only from the cull or draw
processes. These routines may modify hardware graphics state. They are the
routines which can be captured by an open pfDispList. (See “Display Lists” in
Chapter 9.) If invoked in the cull process, these routines are captured by an internal
pfDispList and later invoked in the draw process; but if they are invoked in the
draw process they immediately affect the current window. These graphics routines
can be roughly partitioned into those that
–

apply a graphics entity: pfApplyMtl(), pfApplyTex(), and pfLightOn()

–

enable or disable a graphics mode: pfEnable(), pfDisable()

–

set or modify graphics state: pfTransparency(), pfPushState(), pfMultMatrix()

–

draw geometry or modify the screen: pfDrawGSet(), pfDrawString(),
pfClear()

•

Graphics library routines should be called only from the draw process. Since there
is no open display list to capture these commands, an open window is required to
accept them.

•

“Trigger” routines should be called only from the appropriate processes (see
Table 5-4).

Table 5-4

Trigger Routines and Associated Processes

Trigger Routine

Process/Context

pfAppFrame
pfSync
pfFrame

APP/main loop

pfPassChanData
pfPassIsectData

APP/main loop

pfApp

APP/channel APP callback

pfCull
pfCullPath

CULL/channel CULL callback

pfDraw
pfDrawBin

DRAW/channel DRAW callback

pfNodeIsectSegs
pfChanNodeIsectSegs

ISECT/callback or APP/main loop

pfDBase

DBASE/callback

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•

User-spawned processes created with sproc() can trigger parallel intersection
traversals through multiple calls to pfNodeIsectSegs() and
pfChanNodeIsectSegs().

•

Functions pfApp(), pfCull(), pfDraw(), and pfDBase() are only called from within
the corresponding callback specified by pfChanTravFunc() or pfDBaseFunc().

Multiprocessing and Memory
In IRIS Performer, as is often true of multiprocessing systems, memory management is
the most difficult aspect of multiprocessing. Most data management problems in an IRIS
Performer application can be partitioned into three categories:
•

Memory visibility. IRIS Performer uses fork(), which—unlike sproc()— generates
processes that don’t share the same address space. The processes also cannot share
global variables that are modified after the fork() call. After calling fork(), processes
must communicate through explicit shared memory.

•

Memory exclusion. If multiple processes read or write the same chunk of data at the
same time, consequences can be dire. For example, one process might read the data
while in an inconsistent state and end up dumping core while dereferencing a
NULL pointer.

•

Memory synchronization. IRIS Performer is configured as a pipeline where
different processes are working on different frames at the same time. This pipelined
nature is illustrated in Figure 5-6, which shows that, for instance, in the
PFMP_APP_CULL_DRAW configuration the application process is working on
frame n while the draw process is working on frame n-2. If, in this case, if we have
only a single memory location representing the viewpoint, then it is possible for the
application to set the viewpoint to that of frame n and the draw process to
incorrectly use that same viewpoint for frame n-2. Properly synchronized data is
called frame accurate.

Fortunately, IRIS Performer transparently solves all of the above problems for most IRIS
Performer data structures and also provides powerful tools and mechanisms that the
application can use to manage its own memory.

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Shared Memory and pfInit()
pfInit() creates a shared memory arena that is shared by all processes spawned by IRIS
Performer and all user processes that are spawned from any IRIS Performer process. A
handle to this arena is returned by pfGetSharedArena() and should be used as the arena
argument to routines that create data that must be visible to all processes. Routines that
accept an arena argument are the pfNew*() routines found in the libpr library and the
IRIS Performer memory allocator, pfMalloc(). In practice, it is usually safest to create
libpr objects like pfGeoSets and pfMaterials in shared memory. libpf objects like pfNodes
are always created in shared memory.
Allocating shared memory does not by itself solve the memory visibility problem
discussed above. You must also make sure that the pointer that references the memory is
visible to all processes. IRIS Performer objects, once incorporated into the database via
routines like pfAddGSet(), pfAddChild(), and pfChanScene(), automatically ensure
that the object pointers are visible to all IRIS Performer processes.
However, pointers to application data must be explicitly shared. A common way of
doing this is to allocate the shared memory after pfInit() but before pfConfig() and to
reference the memory with a global pointer. Since the pointer is set before pfConfig()
forks any processes, these processes will all share the pointer’s value and can thereby
access the same shared memory region. However, if this pointer value changes in a
process, its value will not change in any other process, since forked processes don’t share
the same address space.
Even with data visible to all processes, data exclusion is still a problem. The usual
solution is to use hardware spin locks so that a process can lock the data segment while
reading or writing data. If all processes must acquire the lock before accessing the data,
then a process is guaranteed that no other processes will be accessing the data at the same
time. All processes must adhere to this locking protocol, however, or exclusion isn’t
guaranteed.
In addition to a shared memory arena, pfInit() creates a semaphore arena whose handle
is returned by pfGetSemaArena(). Locks can be allocated from this semaphore arena by
usnewlock() and can be set and unset by ussetlock() and usunsetlock(), respectively.

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pfDataPools
pfDataPools—named shared memory arenas with named allocation blocks—provide a
complete solution to the memory visibility and memory exclusion problems, thereby
obviating the need to set global pointers between pfInit() and pfConfig(). For more
information about pfDataPools, see the pfDataPools reference page.

Passthrough Data
The techniques discussed thus far don’t solve the memory synchronization problem.
IRIS Performer’s libpf library provides a solution in the form of passthrough data. When
using pipelined multiprocessing, data must be passed through the processing pipeline
so that data modifications reach the appropriate pipeline stage at the appropriate time.
Passthrough data is implemented by allocating a data buffer for each stage in the
processing pipeline. Then, at well-defined points in time, the passthrough data is copied
from its buffer into the next buffer along the pipeline. This copying guarantees memory
exclusion, but you should minimize the amount of passthrough data to reduce the time
spent copying.
Allocate a passthrough data buffer for the rendering pipeline using pfAllocChanData();
for data to be passed down the intersection pipeline, call pfAllocIsectData(). Data
returned from pfAllocChanData() is passed to the channel cull and draw callbacks that
are set by pfChanTravFunc(). Data returned from pfAllocIsectData() is passed to the
intersection callback specified by pfIsectFunc().
Passthrough data isn’t automatically passed through the processing pipeline. You must
first call pfPassChanData() or pfPassIsectData() to indicate that the data should be
copied downstream. This requirement allows you to copy only when necessary—if your
data hasn’t changed in a given frame, simply don’t call a pfPass*() routine, and you’ll
avoid the copy overhead. When you do call a pfPass*() routine, the data isn’t
immediately copied but is delayed until the next call to pfFrame(). The data is then
copied into internal IRIS Performer memory and you’re free to modify your passthrough
data segment for the next frame.

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Modifications to all libpf objects—such as pfNodes and pfChannels—are automatically
passed through the processing pipeline, so frame-accurate behavior is guaranteed for
these objects. However, in order to save substantial amounts of memory, libpr objects
such as pfGeoSets and pfGeoStates don’t have frame-accurate behavior; modifications to
such objects are immediately visible to all processes. If you want frame-accurate
modifications to libpr objects you must use the passthrough data mechanism, use a
frame-accurate pfSwitch to select among multiple copies of the objects you want to
change or use the pfCycleBuffer memory type.

161

Chapter 6

“Creating Visual Effects”

This chapter describes how to use environmental, atmospheric, lighting, and
other visual effects to enhance the realism of your application.

Chapter 6

6. Creating Visual Effects

This chapter describes how to use environmental, atmospheric, lighting, and other visual
effects to enhance the realism of your application.

Using pfEarthSky
A pfEarthSky is a special set of functions that clears a pfChannel’s viewport efficiently
and implements various atmospheric effects. A pfEarthSky is attached to a pfChannel
with pfChanESky(). Several pfEarthSky definitions can be created, but only one can be
in effect for any given channel at a time.
A pfEarthSky can be used to draw a sky and horizon, to draw sky, horizon, and ground,
or just to clear the entire screen to a specific color and depth. The colors of the sky,
horizon, and ground can be changed in real time to simulate a specific time of day. At the
horizon boundary, the ground and sky share a common color, so that there is a smooth
transition from sky to horizon color. The width of the horizon band can be defined in
degrees.
A pfChannel’s earth-sky model is automatically drawn by IRIS Performer before the
scene is drawn unless the pfChannel has a draw callback set with pfChanTravFunc(). In
this case it is the application’s responsibility to clear the viewport. Within the callback
pfClearChan() draws the channel’s pfEarthSky.

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Example 6-1 shows how to set up an pfEarthSky().
Example 6-1

How to Configure a pfEarthSky

pfEarthSky *esky;
pfChannel *chan;
sky = pfNewESky();
pfESkyMode(esky, PFES_BUFFER_CLEAR, PFES_SKY_GRND);
pfESkyAttr(esky, PFES_GRND_HT, -1.0f);
pfESkyColor(esky, PFES_GRND_FAR, 0.3f, 0.1f, 0.0f, 1.0f);
pfESkyColor(esky, PFES_GRND_NEAR, 0.5f, 0.3f, 0.1f,1.0f);
pfChanESky(chan, esky);

Atmospheric Effects
The complexities of atmospheric effects on visibility are approximated within IRIS
Performer using a multiple-layer sky model, set up as part of the pfEarthSky function. In
this design, individual layers are used to represent the effects of ground fog, clear sky,
and clouds. Figure 6-1 shows the identity and arrangement of these layers.

166

Atmospheric Effects

General
visibility
Upper
transition
zone
Clouds
Lower
transition
zone

General
visibility

Groung fog

Figure 6-1

Layered Atmosphere Model

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Chapter 6: Creating Visual Effects

The lowest layer consists of ground fog, extending from the ground up to a user-selected
altitude. The fog thins out with increasing altitude, disappearing entirely at the bottom
of the general visibility layer. This layer extends from the top of the ground fog layer to
the bottom of the cloud layer’s lower transition zone, if such a zone exists. The transition
zone provides a smooth transition between general visibility and the cloud layer. (If there
is no cloud layer, then general visibility extends upward forever.) The cloud layer is
defined as an opaque region of near-zero visibility; you can set its upper and lower
boundaries. You can also place another transition zone above the cloud layer to make the
clouds gradually thin out into clear air.
Set up the atmospheric simulation with the commands listed in Table 6-1
Table 6-1

pfEarthSky Routines

Function

Action

pfNewESky

Create a pfEarthSky

pfESkyMode

Set the render mode

pfESkyAttr

Set the attributes of the earth and sky models

pfESkyColor

Set the colors for earth and sky and clear

pfESkyFog

Set the fog functions

You can set any pfEarthSky attribute, mode, or color in real time. Selecting the active
pfFog definition can also be done in real time. However, changing the parameters of a
pfFog once they are set isn’t advised when in multiprocessing mode.
The default characteristics of a pfEarthSky are listed in Table 6-2.
Table 6-2

168

pfEarthSky Attributes

Attribute

Default

Clear method

PFES_FAST (full screen clear)

Clear color

0.0 0.0 0.0

Sky top color

0.0 0.0 0.44

Sky bottom color

0.0 0.4 0.7

Ground near color

0.5 0.3 0.0

Atmospheric Effects

Table 6-2 (continued)

pfEarthSky Attributes

Attribute

Default

Ground far color

0.4 0.2 0.0

Horizon color

0.8 0.8 1.0

Ground fog

NULL (no fog)

General visibility

NULL (no fog)

Cloud top

20000.0

Cloud bottom

20000.0

Cloud bottom color

0.8 0.8 0.8

Cloud top color

0.8 0.8 0.8

Transition zone bottom

15000.0

Transition zone top

25000.0

Ground height

0

Horizon angle

10 degrees

By default, an earth-sky model isn’t drawn. Instead, the channel is simply cleared to
black and the Z-buffer is set to its maximum value. This default action also disables all
other atmospheric attributes. To enable atmospheric effects, select PFES_SKY,
PFES_SKY_GRND, or PFES_SKY_CLEAR when turning on the earth-sky model.
Clouds are disabled when the cloud top is less than or equal to the cloud bottom. Cloud
transition zones are disabled when clouds are disabled.
Fog is enabled when either the general or ground fog is set to a valid pfFog. If ground fog
isn’t enabled, no ground fog layer will be present and fog will be used to support general
visibility. Setting a fog attribute to NULL disables it. See “Atmospheric Effects” on
page 166 for further information on fog parameters and operation.
The earth-sky model is an attribute of the channel and thus accesses information about
the viewer’s position, current field of view, and other pertinent information directly from
pfChannel. To set the pfEarthSky in a channel, use pfChanESky().

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Chapter 7

“Importing Databases”

This chapter describes a variety of database formats and their corresponding
conversion utilities.

Chapter 7

7. Importing Databases

Once you’ve learned how to create visual simulation applications with IRIS Performer
your next task is to import visual databases into those applications. IRIS Performer
provides import and export functions for more than 30 popular database formats to ease
this effort.
This chapter describes:
•

The steps involved in creating custom loaders for other data formats.

•

Each pre-existing file-loading utilities.

•

Several utility functions in the IRIS Performer database utility library that can make
the process of database conversion easier for you.

Overview of IRIS Performer Database Creation and Conversion
Source code is provided for most of the tools discussed in this chapter. In most cases the
loaders are short, easy to understand, and easy to modify.
Table 7-1 lists the subdirectories of /usr/share/Performer/src/lib where you can find the
source code for the database processing tools.
Table 7-1

Database-Importer Source Directories

Directory Name

Directory Contents

libpfdu

General database processing tools and utilities

libpfdb

Load, convert, and store specific database formats

libpfutil

Additional utility functions

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Chapter 7: Importing Databases

Before you can import a database, you must create it. Some simulation applications
create data procedurally; for examples of this approach, see the “Silicon Graphics PHD
Format” on page 219 or the “Sierpinski Sponge Format” sections of this chapter.
In most cases, however, you must create visual databases manually. Several software
packages are available to help with this task, and most such systems facilitate geometric
modeling, texture creation, and interactive specification of colors and material
properties. Some advanced systems support level-of-detail specification, animation
sequences, motion planning for jointed objects, automated roadway and terrain
generation, and other specialized functions.

libpfdu - Utilities for Creation of Efficient IRIS Performer Run-Time Structures
There are several layers of support in IRIS Performer for loading 3-D models and 3-D
environments into IRIS Performer run-time scene graphs. IRIS Performer contains the
libpfdu library devoted to the import of data into (and export of data from) IRIS Performer
run-time structures. Note that two database exporters have already been written for the
Medit and DWB database formats.
At the top level of the API, IRIS Performer provides a standard set of functions to read in
files and convert databases of unknown type. This functionality is centered around the
notion of a database converter. A database converter is an abstract entity that knows how
to perform some or all of a set of database format conversion functions with a particular
database format. Moreover, converters must follow certain API guidelines for standard
functionality such that they can be easily integrated into IRIS Performer in a run-time
environment without IRIS Performer needing any prior knowledge of a particular
converter’s existence. This run-time integration is done through the use of dynamic
shared object (DSO) libraries.

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libpfdu - Utilities for Creation of Efficient IRIS Performer Run-Time Structures

pfdLoadFile - Loading Arbitrary Databases into IRIS Performer
Table 7-2 describes the general routines for 3-D databases provided by libpfdu.
Table 7-2

libpfdu Database Converter Functions

Function Name

Description

pfdInitConverter

Initialize the library and its classes for the desired format

pfdLoadFile

Load a database file into an IRIS Performer scene graph

pfdStoreFile

Store a run-time scene graph into a database file

pfdConvertFrom

Convert an external run-time format into an IRIS Performer scene graph

pfdConvertTo

Convert an IRIS Performer scene graph into an external run-time format

The database loader utility library, libpfdu, provides a convenient function, named
pfdLoadFile(), that imports database files stored in any of the supported format listed in
Table 7-6.
Loading database files with pfdLoadFile() is easy. The function prototype is
pfNode *pfdLoadFile(char *fileName);

pfdLoadFile() tests the filename-extension portion of fileName (the substring starting at
the last period in fileName, if any) for one of the format-name codes listed in Table 7-6,
then calls the appropriate importer.
The file-format selection process is implemented using dynamic loading of DSOs, which
are IRIX Dynamic Shared Objects. This process allows new loaders that are developed as
database formats change to be used with IRIS Performer-based applications without
requiring recompilation of the IRIS Performer application. If at all possible,
pfdInitConverter() should be called before pfConfig() for the potential formats that may
be loaded. This will pre-load the DSO and allow it to initialize any of its own data
structures and classes. This is required if the loader DSO extends IRIS Performer classes
or uses any node traversal callbacks so that if multiprocessing these data elements will
all have been pre-created and be valid in all potential processes. pfdInitConverter()
automatically calls pfdLoadNeededDSOs_EXT() to pre-load additional DSOs needed
by the loader if the given loader has defined that routine. These routines take a file name
so that the loader has the option to search through the file for possible DSO references in
the file.

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Loading Process Internals

The details of the loading process internal to pfdLoadFile() include:
1.

Searching for the named file using the current IRIS Performer file path.

2. Extraction of the file-type extension.
3. Translation of the extension using a registered alias facility, formation of the DSO
name.
4. Formation of a loader function name.
5. Finding that function within the DSO using dlsym().
6. Searching first the current executable and loaded DSOs for the proper load function
and then searching through a list of user-defined and standard directories for that
DSO. Dynamic loading of the indicated DSO using dlopen().
7. Invocation of the loader function.
Loader Name

The loader function name is constructed from two components:
•

A prefix always consisting of “pfdLoadFile_”.

•

Loader suffix, which is the file extension string.

Examples of several complete loader function names are shown in Table 7-3.
Table 7-3

176

Loader Name Composition

File Extension

Loader Function Name

dwb

pfdLoadFile_dwb

flt

pfdLoadFile_flt

medit

pfdLoadFile_medit

obj

pfdLoadFile_obj

pfb

pfdLoadFile_pfb

libpfdu - Utilities for Creation of Efficient IRIS Performer Run-Time Structures

Shell Environment Variables

Several shell environment variables are used in the loader location process. These are
PFLD_LIBRARY{N32,64}_PATH, LD_LIBRARY{N32,64}_PATH, and PFHOME.
Confusion about loader locations can be resolved by consulting the sources mentioned
above to understand the use of these directory lists and reading the following section,
“Database Loading Details” on page 177. When the pfNotifyLevel is set to the value for
PFNFY_DEBUG (5)or greater, the DSO and loader function names are printed as
database are loaded, as is the name of each directory that is searched for the DSO.
The IRIS Performer sample programs, including perfly, use pfdLoadFile() for database
importing. This allows them to simultaneously load and display databases in many
disparate formats. As you develop your own database loaders, follow the source code
examples in any of the libpfdb loaders. Then you will be able to load your data into any
IRIS Performer application. You will not need to rebuild perfly or other applications to
view your databases.

Database Loading Details
Details about the database loading process are described further in this section, the
pfdLoadFile reference page, and the source code which is in
/usr/share/Performer/src/lib/libpfdu/pfdLoadFile.c.
The routines pfdInitConverter(), pfdLoadFile(), pfdStoreFile(), pfdConvertFrom(), and
pfdConvertTo() exist only as a level of indirection to allow a user to manipulate all
databases regardless of format through a central API. They are in fact merely a
mechanism for creating an open environment for data sharing among the multitudes of
three-dimensional database formats. Each of these routines determines, using file-type
extensions, which database converter to load as a run-time DSO. The routine then calls
the appropriate functionality from that converter’s DSO. All converters must provide
API that is exactly the same as the corresponding libpfdu API with _EXT added to the
routine names (for example, for “.medit” files, the suffix is “_medit”). Note that multiple
physical extensions can be mapped to one converter extension via calls to
pfdAddExtAlias(). Several aliases are pre-defined upon initialization of libpfdu.

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It is also important to note that because each of these converters are unique entities that
they each may have state that is important to their proper function. Moreover, their
database format may allow for multiple IRIS Performer interpretations and so there
exists API, shown in Table 7-4, not only to initialize and exit database converters, but also
to set and get modes, attributes, and values that might affect the converter’s
methodology.
Table 7-4

libpfdu Database Converter Management Functions

Function Name

Description

pfdInitConverter

Initialize a database conversion DSO

pfdExitConverter

Exit a database conversion DSO

pfdConverterMode

Specify a mode for a specific conversion DSO

pfdGetConverterMode Get a mode setting from a specific conversion DSO
pfdConverterAttr

Specify an attribute for a conversion DSO

pfdGetConverterAttr

Get an attribute setting from a conversion DSO

pfdConverterVal

Specify a value for a conversion DSO

pfdGetConverterVal

Get a value setting from a conversion DSO

Once again each converter provides the equivalent routines with _EXT added to the
function name.
For example, the converter for the Open Inventor format would define the function
pfdInitConverter_iv() if it needed to be initialized before it was used. Likewise, it would
define the function pfdLoadFile_iv() to read an Open Inventor “.iv” file into an IRIS
Performer scene graph.
Note: Because each converter is an individual entity (DSO) and deals with a particular

type of database, it may be the case that a converter will not provide all of the
functionality listed above, but rather only a subset. For instance, most converters that
come with IRIS Performer only implement their version of pfdLoadFile but not
pfdStoreFile, pfdConvertFrom, or pfdConvertTo. However, users are free to add this
functionality to the converters via compliant API and IRIS Performer’s libpfdu will
immediately recognize this functionality. Also, libpfdu traps access to non-existent
converter functionality and returns gracefully to the calling code while notifying the user
that the functionality could not be found.

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libpfdu - Utilities for Creation of Efficient IRIS Performer Run-Time Structures

Finding and initializing a Converter

When one of the general database converter functions is called, it in turn calls the
corresponding routine provided by the converter, passing on the arguments it was given.
But the first time a converter is called, a search occurs to identify the converter and the
functions it provides. This is accomplished as follows.
•

Parse the extension - what appears after the final “.” in the filename. This is referred
to as EXT in the following bulleted items.

•

Check to see if any alias was created for the EXT extension with pfdAddExtAlias().
If a translation is defined, EXT is replaced with that extension.

•

Check the current executable to see if the symbol pfdLoadFile_EXT is already
defined, i.e. if the loader was statically linked into the executable or a DSO was
previously loaded by some other mechanism. If not, the search continues.
–

Generate a DSO library name to search for using on the extension prototype
“libpfEXT_{igl,ogl}{-g,}.so”. This means the following strings will be
constructed based upon whether OpenGL or IRIS GL is being used with IRIS
Performer:
libpfEXT_igl.so for the optimized IRIS GL loader
libpfEXT_igl-g.so for the debug IRIS GL loader
libpfEXT_ogl.so for the optimized OpenGL loader
libpfEXT_ogl-g.so for the debug OpenGL loader

–

Look for the DSO in several places including:
.
$PFLD_LIBRARY_PATH
$LD_LIBRARY_PATH
$PFHOME/usr/lib{,32,64}/libpfdb
$PFHOME/usr/share/Performer/lib/libpfdb

–

Open the DSO via dlopen().

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•

Once the object has been found, processing continues.
–

Query all libpfdu converter functionality from the symbol table of the DSO
using dlsym() with function names generated by appending _EXT to the name
of the corresponding pfd routine name. This symbol dictionary is retained for
future use.

–

Invoke the converter’s initialization function, pfdInitConverter_EXT(), if it
exists.

–

Invoke pfdLoadNeededDSOs_EXT() if it exists. This routine can then
recursively call pfdInitConverter_EXT(), as needed.

Developing Custom Importers
Having fully described how database converters can be integrated into IRIS Performer
and the types of functionality they provide, the next undertaking is actually
implementing a converter from scratch. IRIS Performer makes a great effort at allowing
the quick and easy development of effective and efficient database converters.
While creating a new file loader for IRIS Performer isn’t inherently difficult, it does
require a solid understanding of the following issues:
•

The structure and interpretation of the data file to be read

•

The scene graph concepts and nodes of libpf

•

The geometry and attribute definition objects of libpr

Structure and Interpretation of the Database File Format
In order to effectively convert a database into an IRIS Performer scene graph it is
important to have a substantial understanding of several concepts related to the original
database format:

180

•

the parsing of the file based on the database format

•

the data types represented in the format and their IRIS Performer correspondence

•

the scene graph structure of the file (if any)

•

the method of graphics state definition and inheritance defined in the format.

Developing Custom Importers

Before trying to convert sophisticated 3-D database formats into IRIS Performer it is
important to have a thorough grasp of how every structure in the format needs to affect
how IRIS Performer performs its run-time management of a scene graph. However,
although it requires a great deal of understanding to convert complex behaviors of
external formats into IRIS Performer, it is still very straight forward to migrate basic
structure, geometry, and graphics state into efficient IRIS Performer run-time structures
via the functionality provided in the IRIS Performer database builder - pfdBuilder.

Scene Graph Creation using Nodes as defined in libpf
Creating an IRIS Performer scene graph requires a definite knowledge of the following
IRIS Performer libpf node types - pfScene, pfGroup, and pfGeode.
These nodes can be used to define a minimally functional IRIS Performer scene graph.
See Chapter 5 for more details on libpf and IRIS Performer scene graphs and node types.

Defining Geometry and Graphics State for libpr
In order to input geometry and graphics into IRIS Performer, it is important to have an
understanding of how IRIS Performer’s low level rendering objects work in libpr, IRIS
Performer’s performance rendering library. The main libpr rendering primitives are a
pfGeoSet and a pfGeoState. A pfGeoSet is a collection of like geometric primitives that
can all be rendered in exactly the same way in one large continuous chunk. A pfGeoState
is a complete definition of graphics mode settings for the rendering hardware and
software. It contains many attributes such as texture and material. Given a pfGeoSet and
a corresponding pfGeoState, libpr can completely and efficiently render all of the
geometry in the pfGeoSet. For a more detailed description of pfGeoSets and pfGeoStates
see Chapter 10 which goes into detail on all libpr primitives and how IRIS Performer will
use them.
However, realizing that IRIS Performer’s structuring of geometry and graphics state is
optimized for rendering speed and not for modelling ease or general conceptual
partitioning, IRIS Performer now contains a new mechanism for translating external
graphics state and geometry into efficient libpr structures. This new mechanism is the
pfdBuilder that exists in libpfdu.

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The pfdBuilder allows the immediate mode input of graphics state and primitives
through very simple and exposed data structures. After having received all of the
relevant information, the pfdBuilder builds efficient and somewhat optimized libpr data
structures and returns a low-level libpf node that can be attached to an IRIS Performer
scene graph. The pfdBuilder is the recommended method of importing data from non
IRIS Performer-based formats into IRIS Performer.

Creation of a IRIS Performer Database Converter using libpfdu
Creating a new format converter is very simple process. More than thirty database
loaders are shipped with IRIS Performer in source code form to serve as practical
examples of this process. The loaders read formats that range from trivial to complex,
and should serve as an instructive starting point for those developing loaders for other
formats. These loaders can be found in the directory
/usr/share/Performer/src/lib/libpfdb/libpf*.
This section describes the libpfdu framework for creating a 3-D database format
converter. Let’s consider writing a converter for a simple ASCII format that is called the
Imaginary Immediate Mode format with the file type extension “.iim”. This format is
much like the more elaborate “.im” format loader used at SGI for the purposes of testing
basic IRIS Performer functionality.
The first thing to do is set up the routine that pfdLoadFile() will call when it attempts to
load a file with the extension “.iim”.
extern pfNode *pfdLoadFile_iim(char *fileName)
{
}

This function needs to perform several basic actions:
1.

Find and open the given file.

2. Reset the libpfdu pfdBuilder for input of new geometry and state.
3. Setup any pfdBuilder modes that the converter needs enabled.
4. Setup local data structures that can be used to communicate geometry and graphics
state with the pfdBuilder.
5. Setup a libpf pfGroup which can hold all of the logical partitions of geometry in the
file (or hold a subordinate collection of nodes as a general scene graph if the format
supports it).

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6. Optionally set up a default state to use for geometry with unspecified graphics state.
7. Parse the file which entails:
•

Filling in the local geometry and graphics state data structures.

•

Passing them to the pfdBuilder as inputted from the file

•

Ask the pfdBuilder to build the data structures into IRIS Performer data
structures when a logical partition of the file has ended.

•

Attach the IRIS Performer node returned by the build to the higher level group
which will hold the entire IRIS Performer representation of this file. Note that
this step becomes more complex if the format supports the notion of hierarchy
only in that the appropriate libpf nodes must be created and attached to each
other via pfAddChild() to build the hierarchy. In this case requests are made for
the builder to build after inputting all of the geometry and state found in a
particular leaf node in the database.

8. Delete local data structures used to input geometry and graphics state.
9. Close the file.
10. Perform any optional optimization of the IRIS Performer scene graph.
Optimizations might include calls to pfdFreezeTransforms(), pfFlatten() or
pfdCleanTree().
11. Return the pfGroup containing the entire IRIS Performer representation of the
database file.
Steps 1-8 expand the function outline to the following:
extern pfNode *pfdLoadFile_iim(char *fileName)
{
FILE* iimFile;
pfdGeom* polygon;
pfGroup* root;
/* Performer has utility for finding and opening file */
if ((iimFile = pfdOpenFile(fileName)) == NULL)
return NULL;
/* Clear builder from previous converter invocations */
pfdResetBldrGeometry();
pfdResetBldrState();
/* Call pfdBldrMode for any needed modes here */

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/* Create polygon structure */
/* holds one N-sided polygon where N is < 300 */
polygon = pfdNewGeom(300);
/* Create pfGroup to hold entire database */
/* loaded from this file */
root = pfNewGroup();
/* Specify state for geometry with no graphics state */
/* As well as default enables, etc. This routine */
/* should invoke pfdCaptureDefaultBldrState()*/
SetupDefaultGraphicsStateIfThereIsOne();
/* Do all the real work in parsing the file and */
/* converting into Performer */
ParseIIMFile(iimFile, root, polygon);
/* Delete local polygon struct */
pfdDelGeom(polygon);
/* Close File */
fclose(iimFile);
/* Optimize IRIS Performer scene graph */
/* via use of pfFlatten, pfdCleanTree, etc. */
OptimizeGraph(root);
return (pfNode*)root;
}

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Developing Custom Importers

Now, for at the heart of the file loader lies the ParseIIMFile() function. The specifics of
parsing a file are completely dependent on the format so the parsing will be left as an
exercise to the reader. However, the following code fragments should show a framework
for what goes into integrating the parser with the pfdBuilder framework for geometry
and graphics state data conversion. Note that several possible graphics state inheritance
models might be used in external formats and that the pfdBuilder is designed to support
all of them:
•

The default pfdBuilder state inheritance is that of immediate mode graphics state.
Immediate mode state is specified through calls to pfdBldrStateMode(),
pfdBldrStateAttr(), and pfdBldrStateVal().

•

There also exists a pfdBuilder state stack for hierarchical state application to
geometry. This is accomplished through the use of pfdPushBldrState() and
pfdPopBldrState() in conjuncture with the normal use of the immediate mode
pfdBuilder state API.

•

Lastly, there is a pfdBuilder named state list that can be used to define a number of
‘named materials’ or ‘named state definitions’ that can then be recalled in one API
called (for instance a user might define a ‘brick’ state with a red material and a brick
texture. Later he might just want to say ‘brick’ is the current state and then input the
walls of several buildings). This type of state naming is accomplished by fully
specifying the state to be named via the immediate mode API, and then calling
pfdSaveBldrState(). This state can then be recalled via pfdLoadBldrState().
ParseIIMFile(FILE *iimFile, pfGroup *root, pfdGeom *poly)
{
while((op = GetNextOp(iimFile)) != NULL)
{
switch(op)
{
case GEOMETRY_POLYGON:
polygon->numVerts = GetNumVerts(iimFile);
/* Determine if polygon has Texture Coords */
if (pfdGetBldrStateMode(PFSTATE_ENTEXTURE)==PF_ON)
polygon->tbind = PFGS_PER_VERTEX;
else
polygon->tbind = PFGS_OFF;
/* Determine if Polygon has normals */
if (AreThereNormalsPerVertex() == TRUE)
polygon->nbind = PFGS_PER_VERTEX;
else if
(pfdGetBldrStateMode(PFSTATE_ENLIGHTING)==PF_ON)

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polygon->nbind = PFGS_PER_PRIM;
else
polygon->nbind = PFGS_OFF;
/* Determine if Polygon has colors */
if (AreThereColorsPerVertex() == TRUE)
polygon->cbind = PFGS_PER_VERTEX;
else if (AreThereColorsPerPrim() == TRUE)
polygon->cbind = PFGS_PER_PRIM;
else
polygon->cbind = PFGS_OFF;
for(i=0;inumVerts;i++)
{
/* Read ith Vertex into local data structure */
polygon->coords[i][0] = GetNextVertexFloat();
polygon->coords[i][1] = GetNextVertexFloat();
polygon->coords[i][2] = GetNextVertexFloat();
/* Read texture coord for ith vertex if any */
if (polygon->tbind == PFGS_PER_VERTEX)
{
polygon->texCoords[i][0] = GetNextTexFloat();
polygon->texCoords[i][1] = GetNextTexFloat();
}
/* Read normal for ith Vertex if normals bound*/
if (polygon->nbind == PFGS_PER_VERTEX)
{
polygon->norms[i][0] = GetNextNormFloat();
polygon->norms[i][1] = GetNextNormFloat();
polygon->norms[i][2] = GetNextNormFloat();
}
/* Read only one normal per prim if necessary */
else if ((polygon->nbind == PFGS_PER_PRIM) &&
(i == 0))
{
polygon->norms[0][0] = GetNextNormFloat();
polygon->norms[0][1] = GetNextNormFloat();
polygon->norms[0][2] = GetNextNormFloat();
}
/* Get Color for the ith Vertex if color bound*/
if (polygon->cbind == PFGS_PER_VERTEX)
{
polygon->colors[i][0] =

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Developing Custom Importers

GetNextColorFloat();
polygon->colors[i][1] =
GetNextColorFloat();
polygon->colors[i][2] =
GetNextColorFloat();
}
/* Get one color per prim if necessary */
else if ((polygon->cbind == PFGS_PER_PRIM) &&
(i == 0))
{
polygon->colors[0][0] =
GetNextColorFloat();
polygon->colors[0][1] =
GetNextColorFloat();
polygon->colors[0][2] =
GetNextColorFloat();
}
}
/* Add this polygon to pfdBuilder */
/* Because it is a single poly, 1 */
/* is specified here */
pfdAddBldrGeom(1);
break;
case GRAPHICS_STATE_TEXTURE:
{
char *texName;
pfTexture *tex;
texName = ReadTextureName(iimFile);
if (texName != NULL)
{
/* Get prototype tex from pfdBuilder*/
tex =
pfdGetTemplateObject(pfGetTexClassType());
/* This clears that object to default */
pfdResetObject(tex);
/* If just the name of a pfTexture is */
/* set, pfdBuilder will auto find & Load */
/* the texture*/
pfTexName(tex,texName);
/* This is the current pfdBuilder */
/* texture and texturing is on */
pfdBldrStateAttr(PFSTATE_TEXTURE,tex);

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pfdBldrStateMode(PFSTATE_ENTEXTURE, PF_ON);
}
else
{
/* No texture means disable texturing */
/* And set current texture to NULL */
pfdBldrStateMode(PFSTATE_ENTEXTURE,PF_OFF);
pfdBldrStateAttr(PFSTATE_TEXTURE, NULL);
}
}
break;
case GRAPHICS_STATE_MATERIAL:
{
pfMaterial *mtl;
mtl = pfdGetTemplateObject(pfGetMtlClassType());
pfdResetObject(mtl);
pfMtlColor(mtl, PFMTL_AMBIENT,
GetAmRed(), GetAmGreen(), GetAmBlue());
pfMtlColor(mtl, PFMTL_DIFFUSE,
GetDfRed(), GetDfGreen(), GetDfBlue());
pfMtlColor(mtl, PFMTL_SPECULAR,
GetSpRed(), GetSpGreen(), GetSpBlue());
pfMtlShininess(mtl, GetMtlShininess());
pfMtlAlpha(mtl, GetMtlAlpha());
pfdBldrStateAttr(PFSTATE_FRONTMTL, mtl);
pfdBldrStateAttr(PFSTATE_BACKMTL, mtl);
}
break;
case GRAPHICS_STATE_STORE:
pfdSaveBldrState(GetStateName());
break;
case GRAPHICS_STATE_LOAD:
pfdLoadBldrState(GetStateName());
break;
case GRAPHICS_STATE_PUSH:
pfdPushBldrState();
break;
case GRAPHICS_STATE_POP:
pfdPopBldrState();
break;
case GRAPHICS_STATE_RESET:
pfdResetBldrState();
break;
case GRAPHICS_STATE_CAPTURE_DEFAULT:
pfdCaptureDefaultBldrState();

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Developing Custom Importers

break;
case BEGIN_LEAF_NODE:
/* Not really necessary because it is */
/* destroyed on build*/
pfdResetBldrGeometry();
break;
case END_LEAF_NODE:
{
pfNode *nd = pfdBuild();
if (nd != NULL)
pfAddChild(root,nd);
}
break;
}
}
}

One of the fundamental structures involved in the above routine outline is the pfdGeom
structure which users fill in with information about a single primitive, or a single strip of
primitives. The pfdGeom structure is essential in communicating with the pfdBuilder
and is defined as follows:
typedef struct _pfdGeom
{
int flags;
int nbind, cbind, tbind;
int numVerts;
short primtype;
float pixelsize;
/* Non-indexed attributes */
/* ..do not set if poly is indexed */
pfVec3 *coords;
pfVec3 *norms;
pfVec4 *colors;
pfVec2 *texCoords;
/* Indexed attributes */
/* ..do not set if poly is non-indexed */
pfVec3 *coordList;
pfVec3 *normList;
pfVec4 *colorList;
pfVec2 *texCoordList;
/* Index lists*/
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/* ..do not set if poly is non-indexed */
ushort *icoords;
ushort *inorms;
ushort *icolors;
ushort *itexCoords;
struct _pfdGeom *next;
} pfdGeom;

See the pfdGeoBuilder(3pf) reference pages for more information on using this structure
along with its sister structure, the pfdPrim.
The above should provide a well-defined framework for creating a database converter
that can be used with any IRIS Performer applications via the pfdLoadFile()
functionality.
However, it is also important to note that there are a multitude of pfdBuilder modes and
attributes that can be used to affect some of the basic methods that the builder actually
uses:

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Developing Custom Importers

Table 7-5

pfdBuilder Modes and Attributes

Function Name

Token Description

pfd{Get}BldrMode

PFDBLDR_MESH_ENABLE
PFDBLDR_MESH_SHOW_TSTRIPS
PFDBLDR_MESH_INDEXED
PFDBLDR_MESH_MAX_TRIS
PFDBLDR_MESH_RETESSELLATE
PFDBLDR_MESH_LOCAL_LIGHTING
PFDBLDR_AUTO_COLORS
PFDBLDR_AUTO_NORMALS
PFDBLDR_AUTO_ORIENT
PFDBLDR_AUTO_ENABLES
PFDBLDR_AUTO_CMODE
PFDBLDR_AUTO_DISABLE_TCOORDS_BY_STATE
PFDBLDR_AUTO_DISABLE_NCOORDS_BY_STATE
PFDBLDR_AUTO_LIGHTING_STATE_BY_NCOORDS
PFDBLDR_AUTO_LIGHTING_STATE_BY_MATERIALS
PFDBLDR_AUTO_TEXTURE_STATE_BY_TEXTURES
PFDBLDR_AUTO_TEXTURE_STATE_BY_TCOORDS
PFDBLDR_BREAKUP
PFDBLDR_BREAKUP_SIZE
PFDBLDR_BREAKUP_BRANCH
PFDBLDR_BREAKUP_STRIP_LENGTH
PFDBLDR_SHARE_MASK
PFDBLDR_ATTACH_NODE_NAMES
PFDBLDR_DESTROY_DATA_UPON_BUILD
PFDBLDR_PF12_STATE_COMPATIBLE
PFDBLDR_BUILD_LIMIT
PFDBLDR_GEN_OPENGL_CLAMPED_TEXTURE_COORDS
PFDBLDR_OPTIMIZE_COUNTS_NULL_ATTRS

pfd{Get}BldrAttr

PFDBLDR_NODE_NAME_COMPARE
PFDBLDR_STATE_NAME_COMPARE

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Because the pfdBuilder is released as source code, it is easy to add further functionality
and more modes and attributes to even further customize this central functionality.
In fact, because the pfdBuilder acts as a “data funnel” in converting data into IRIS
Performer run-time structures, it is easy to control the behavior of many standard
conversion tasks through merely globally setting builder modes which will subsequently
affect all converters that use the pfdBuilder to process their data.

Maximizing Database Loading and Paging Performance with PFB and PFI Formats
“Description of Supported Formats” on page 195 describes all of the file formats
supported by IRIS Performer. Although you can use files in these formats directly, you
can dramatically reduce database loading time by pre-converting databases into the PFB
format and images into the PFI format.
To convert to the PFB file format or the PFI image format, use the pfconv and pficonv
utilities.

pfconv
The pfconv utility converts from any format for which a pfdLoadFile...() function exists
into any format for which a pfdStoreFile...() exists. The most common format to convert
to is the PFB format. For example, to convert cow.obj into the PFB format, use the
following command:
% pfconv cow.obj cow.pfb

By default, pfconv optimizes the scene graph when doing the conversion. The
optimizations are controlled with the -o and -O command line options. Builder options
are controlled with the -b and -B command line options. Converter modes are controlled
with the -m and -M command line options. Refer to the help page for more specific
information about the command line options by entering:
% pfconv -h

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Supported Database Formats

Example Conversion

When converting to the PFB format, texture files can be converted to the PFI format using
the following command line options:
% pfconv -M pfb, 5, 1

5 means PFPFB_SAVE_TEXTURE_PFI.
1 means convert .rgb texture images to .pfi.

pficonv
The pficonv utility converts from IRIS libimage format to PFI format image files. For
example, to convert cafe.rgb into the PFI format, use the following command:
% pficonv cafe.rgb cafe.pfi

Mipmaps can be automatically generated and stored in the resulting PFI files by adding
-m to the command line.

Supported Database Formats
Vendors of several leading database construction and processing tools have provided
database-loading software for you to use with IRIS Performer. This section describes
these loaders, the loaders developed by the IRIS Performer engineering team, and
several loaders developed in the IRIS Performer user community for other database
formats.
Importing your databases is simple if they’re in formats for which IRIS Performer
database loaders have already been written. Each of the loaders listed in Table 7-6 is
included with IRIS Performer. If you want to import or export databases in any of these
formats, refer to the appropriate section of this chapter for specific details about the
individual loaders.

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194

Table 7-6

Supported Database Formats

Name

Description

3ds

AutoDesk 3DStudio binary data

bin

SGI format used by powerflip

bpoly

Side Effects Software PRISMS binary data

byu

Brigham Young University CAD/FEA data

csb

OpenGL Optimizer Format

ct

Cliptexture config file loader - auto-generates viewing geometry

dwb

Coryphaeus Software Designer’s Workbench data

dxf

AutoDesk AutoCAD ASCII format

flt11

MultiGen public domain Flight v11 format

flt

MultiGen OpenFlight format provided by MultiGen

gds

McDonnell-Douglas GDS things data

gfo

Old SGI radiosity data format

im

Simple IRIS Performer data format

irtp

AAI/Graphicon Interactive Real-Time PHIGS

iv

SGI Open Inventor format (VRML 1.0 superset)

lsa

Lightscape Technologies ASCII radiosity data

lsb

Lightscape Technologies binary radiosity data

medit

Medit Productions medit modeling data

nff

Eric Haines’ ray tracing test data

pfb

IRIS Performer fast binary format

obj

Wavefront Technologies data format

pegg

Radiosity research data format

phd

SGI polyhedron data format

Description of Supported Formats

Table 7-6 (continued)

Supported Database Formats

Name

Description

poly

Side Effects Software PRISMS ASCII data

ptu

Simple IRIS Performer terrain data format

sgf

US Naval Academy standard graphics format

sgo

Paul Haeberli’s graphics data format

spf

US Naval Academy simple polygon format

sponge

Sierpinski sponge 3D fractal generator

star

Astronomical data from Yale University star chart

stla

3D Structures ASCII stereolithography data

stlb

3D Structures binary stereolithography data

stm

Michael Garland’s terrain data format

sv

John Kichury’s i3dm modeler format

tri

University of Minnesota Geometry Center data

unc

University of North Carolina walkthrough data

wrl

OpenWorlds VMRL 2.0 provided by DRaW Computing

Description of Supported Formats
This section describes the different database file for mats that IRIS Performer supports.

AutoDesk 3DS Format
The AutoDesk 3DS format is used by the 3DStudio program and by a number of 3D
file-interchange tools. The IRIS Performer loader for 3DS files is located in the
/usr/share/Performer/src/lib/libpfdb/libpf3ds directory. This loader uses an auxiliary library,
3dsftk.a, to parse and interpret the 3ds file.

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pfdLoadFile() uses the function pfdLoadFile_3ds() to import data from 3DStudio files
into IRIS Performer run-time data structures.

Silicon Graphics BIN Format
The Silicon Graphics BIN format is supported by both Showcase™ and the powerflip
demonstration program. BIN files are in a simple format that specifies only independent
quadrilaterals.
The image in Figure 7-1 shows several of the BIN-format objects provided in the IRIS
Performer sample data directory.

Figure 7-1

BIN-Format Data Objects

The source code for the BIN-format importer pfdLoadFile_bin() is provided in the file
pfbin.c. This code shows how easy it can be to implement an importer. Since
pfdLoadFile_bin() is based on the pfdBuilder() utility function, it will build efficient
triangle-strip pfGeoSets from the quadrilaterals of a given BIN file. The BIN format has
the following structure:

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Description of Supported Formats

1.

A 4-byte magic number, 0x5432, which identifies the file as a BIN file.

2. A 4-byte number that contains the number of vertices, which is four times the
number of quadrilaterals.
3. Four bytes of zero.
4. A list of polygon data for each vertex in the object. The data consists of three
floating-point words of information about normals, followed by three floating-point
words of vertex information.
The BIN format uses these data structures:
typedef struct
{
float normal[3];
float coordinate[3];
} Vertex;
typedef struct
{
long magic;
long vertices;
long zero;
Vertex vertex[1];
} BinFile;

pfdLoadFile() uses the function pfdLoadFile_bin() to import data from BIN format files
into IRIS Performer run-time data structures:
The pfdLoadFile_bin() function composes a random color for each file it reads. The
chosen color has red, green, and blue components uniformly distributed within the
range 0.2 to 0.7 and is fully opaque.

Side Effects POLY Format
The Side Effects software PRISMS database modeler format supports both ASCII and
binary forms of the POLY format. The IRIS Performer loader for ASCII “.poly” files is
located in the /usr/share/Performer/src/lib/libpfdb/libpfpoly directory. The binary format
“.bpoly” loader is located in the directory /usr/share/Performer/src/lib/libpfdb/libpfbpoly.
These formats are equivalent in content and differ only in representation.

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The POLY format is an easy to understand ASCII data representation with the following
structure:
1.

A text line containing the keyword “POINTS”

2. One text line for each vertex in the file. Each line begins with a vertex number,
followed by a colon, followed by the X, Y, and Z axis coordinates of the vertex,
optional additional information, and a new-line character. The optional information
includes color specification in the form “c(R,G,B,A)”, a normal vector of the form
“n(NX,NY,NZ)”, or a texture coordinate in the form “uv(S,T)” where each of the
values shown are floating point numbers.
3. A text line containing the keyword “POLYS”
4. One text line for each polygon in the file. Each line begins with a polygon number,
followed by a colon, followed by a series of vertex indices, optional additional
information, an optional “<“character, and a new-line. The optional information
includes color specification in the form “c(R,G,B,A)”, a normal vector of the form
“n(NX,NY,NZ)”, or a texture coordinate in the form “uv(S,T)” where the values in
parentheses are floating point numbers.
Here is a sample POLY format file for a cube with colors, texture coordinates, and
normals specified at each vertex:
POINTS
1: -0.5 -0.5 -0.5 c(0, 0, 0, 1) uv(0, 0) n(0, -1, 0)
2: -0.5 -0.5 0.5 c(0, 0, 1, 1) uv(0, 0) n(0, -1, 0)
3: 0.5 -0.5 0.5 c(1, 0, 1, 1) uv(1, 0) n(0, -1, 0)
4: 0.5 -0.5 -0.5 c(1, 0, 0, 1) uv(1, 0) n(0, -1, 0)
5: -0.5 -0.5 0.5 c(0, 0, 1, 1) uv(0, 0) n(0, 0, 1)
6: -0.5 0.5 0.5 c(0, 1, 1, 1) uv(0, 1) n(0, 0, 1)
7: 0.5 0.5 0.5 c(1, 1, 1, 1) uv(1, 1) n(0, 0, 1)
8: 0.5 -0.5 0.5 c(1, 0, 1, 1) uv(1, 0) n(0, 0, 1)
9: -0.5 0.5 0.5 c(0, 1, 1, 1) uv(0, 1) n(0, 1, 0)
10: -0.5 0.5 -0.5 c(0, 1, 0, 1) uv(0, 1) n(0, 1, 0)
11: 0.5 0.5 -0.5 c(1, 1, 0, 1) uv(1, 1) n(0, 1, 0)
12: 0.5 0.5 0.5 c(1, 1, 1, 1) uv(1, 1) n(0, 1, 0)
13: -0.5 -0.5 -0.5 c(0, 0, 0, 1) uv(0, 0) n(0, 0, -1)
14: 0.5 -0.5 -0.5 c(1, 0, 0, 1) uv(1, 0) n(0, 0, -1)
15: 0.5 0.5 -0.5 c(1, 1, 0, 1) uv(1, 1) n(0, 0, -1)
16: -0.5 0.5 -0.5 c(0, 1, 0, 1) uv(0, 1) n(0, 0, -1)
17: -0.5 -0.5 -0.5 c(0, 0, 0, 1) uv(0, 0) n(-1, 0, 0)
18: -0.5 0.5 -0.5 c(0, 1, 0, 1) uv(0, 1) n(-1, 0, 0)
19: -0.5 0.5 0.5 c(0, 1, 1, 1) uv(0, 1) n(-1, 0, 0)
20: -0.5 -0.5 0.5 c(0, 0, 1, 1) uv(0, 0) n(-1, 0, 0)

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Description of Supported Formats

21: 0.5 0.5 0.5 c(1, 1, 1, 1) uv(1, 1) n(1, 0, 0)
22: 0.5 0.5 -0.5 c(1, 1, 0, 1) uv(1, 1) n(1, 0, 0)
23: 0.5 -0.5 -0.5 c(1, 0, 0, 1) uv(1, 0) n(1, 0, 0)
24: 0.5 -0.5 0.5 c(1, 0, 1, 1) uv(1, 0) n(1, 0, 0)
POLYS
1: 1 2 3 4 <
2: 5 6 7 8 <
3: 9 10 11 12 <
4: 13 14 15 16 <
5: 17 18 19 20 <
6: 21 22 23 24 <

pfdLoadFile() uses the functions pfdLoadFile_poly() and pfdLoadFile_bpoly() to
import data from “.poly” and “.bpoly” format files into IRIS Performer run-time data
structures:

Brigham Young University BYU Format
The Brigham Young University “.byu” format is used as an interchange format by some
finite element analysis packages. The IRIS Performer loader for “.byu” files is located in
the /usr/share/Performer/src/lib/libpfdb/libpfbyu directory.
The format of a BYU file consists of four parts as defined below:
1.

A text line containing four counts: the number of parts, the number of vertices, the
number of polygons, and the number of elements in the connectivity array.

2. The part definition list, containing the starting polygon number and ending
polygon number (one pair per line) for parts lines.
3. The vertex list, which has the X, Y, Z coordinates of each vertex in the database
packed two per line. This means that vertices 1 and 2 are on the first line, 3 and 4 are
on the second, and so on for (vertices + 1)/2 lines of text in the file.
4. The connectivity array, with an entry for each polygon. These entries may span
multiple lines in the input file and each consists of three or more vertex indices with
the last negated as an end of list flag. For example, if the first polygon were a quad,
the connectivity array might start with “1 2 3 -4” to define a polygon that connects
the first four vertices in order.

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The following BYU format file defines two adjoining quads:
2 6 2
1 1
2 2
0 0 0
10 10
10 10
1 2 3
4 3 5

0

10 0 0
0 0 10 0
10 0 10 10
-4
-6

pfdLoadFile() uses the function pfdLoadFile_byu() to import data from “.byu” format
files into IRIS Performer run-time data structures.

Optimizer CSB Format
IRIS Performer can load native OpenGL Optimizer format files using this loader.
OpenGL Optimizer can also load IRIS Performer’s PFB native format files, providing full
database interoperability. This allows you to use OpenGL Optimizer database
simplification and optimization tools on IRIS Performer databases.

Virtual Cliptexture CT Loader
The IRIS Performer CT loader allows you to create and configure cliptextures and virtual
cliptextures, complete with a scenegraph containing simple geometry and callbacks. See
the Cliptexture chapter for more details.

Designer’s Workbench DWB Format
The binary DWB format is used for input and output by the Designer’s Workbench,
EasyT, and EasyScene database modeling tools produced by Coryphaeus Software. DWB
is an advanced database format that directly represents many of IRIS Performer’s
attribute and hierarchical scene graph concepts.
An importer for this format, named pfdLoadFile_dwb(), has been provided by
Coryphaeus Software for your use. The loader code and its associated documentation are
in the /usr/share/Performer/src/lib/libpfdb/libpfdwb directory.The image in Figure 7-2 shows
a model of the Soma Cube puzzle invented by Piet Hein. The model was created using

200

Description of Supported Formats

Designer’s Workbench. Each of the pieces is stored as an individual DWB-format file. Do
you see how to form the 3 x 3 cube at the lower left from the seven individual pieces?

Figure 7-2

Soma Cube Puzzle in DWB Form

pfdLoadFile() uses the function pfdLoadFile_dwb() to load Designer’s Workbench files
into IRIS Performer run-time data structures.

AutoCAD DXF Format
The DXF format originated with Autodesk’s AutoCAD database modeling system. The
version recognized by the pfdLoadFile_dxf() database importer is a subset of ASCII
Drawing Interchange Format (DXF) Release 12. The binary version of the DXF format,
also known as DXF, isn’t supported. Source code for the importer is in the file
/usr/share/Performer/src/lib/libpfdb/libpfdxf/pfdxf.c. pfdLoadFile_dxf() was derived from
the DXF-to-DKB data file converter developed and placed in the public domain by
Aaron A. Collins.
The image in Figure 7-3 shows a DXF model of the famous Utah teapot. This model was
loaded from DXF format using the pfdLoadFile_dxf() database importer.

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Figure 7-3

The Famous Teapot in DXF Form

The DXF format has an unusual though well-documented structure. The general
organization of a DXF file is
1.

HEADER section with general information about the file

2. TABLES section to provide definitions for named items, including:

202

■

LTYPE, the line-type table

■

LAYER, the layer table

■

STYLE, the text-style table

■

VIEW, the view table

■

UCS, the user coordinate-system table

■

VPORT, the viewport configuration table

■

DIMSTYLE, the dimension style table

■

APPID, the application identification table

Description of Supported Formats

3. BLOCKS section containing block definition entities
4. ENTITIES section containing entities and block references
5. END-OF-FILE
Within each section are groups of values, where each value is defined by a two-line pair
of tokens. The first token is a numeric code indicating how to interpret the information
on the next line. For example, the sequence
10
1.000
20
5.000
30
3.000

defines a “start point” at the XYZ location (1, 5, 3). The codes 10, 20, and 30 indicate,
respectively, that the primary X, Y, and Z values follow. All data values are retained in a
set of numbered registers (10, 20, and 30 in this example), which allows values to be
reused. This simple state-machine type of run-length coding makes DXF files
space-efficient at the cost of making them harder to interpret.
pfdLoadFile() uses the function pfdLoadFile_dxf() to load DXF format files into IRIS
Performer run-time data structures.
Several widely available technical books provide full details of this format if you need
more information. Chief among these are AutoCAD Programming, 2nd Edition, by Dennis
N. Jump, Windcrest Books, 1991, and AutoCAD: The Complete Reference, Second Edition, by
Nelson Johnson, Osborne McGraw-Hill, 1991.

MultiGen OpenFlight Format
The OpenFlight format is a binary format used for input and output by the MultiGen and
ModelGen database modeling tools produced by MultiGen. It is a comprehensive format
that can represent nearly all of IRIS Performer’s advanced concepts, including object
hierarchy, instancing, level-of-detail selection, light-point specification, texture mapping,
and material property specification.

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MultiGen has provided an OpenFlight-format importer, pfdLoadFile_flt(), for your use.
The loaders and associated documentation are in the directories
/usr/share/Performer/src/lib/libpfdb/libpfflt11 and libpfflt14. Refer to the Readme files in these
directories for important information about the loaders and for help in contacting
MultiGen for information about pfdLoadFile_flt() or the OpenFlight format.
The image in Figure 7-4 shows a model of a spacecraft created by Viewpoint Animation
Engineering using MultiGen. This OpenFlight format model was loaded into IRIS
Performer using pfdLoadFile_flt().

Figure 7-4

Spacecraft Model in FLIGHT Format

pfdLoadFile() uses the function pfdLoadFile_flt() to load OpenFlight format files into
IRIS Performer run-time data structures.
Files in the OpenFlight format are structured as a linear sequence of records. The first few
bytes of each record are a header containing an op-code, the length of the record, and
possibly an ASCII name for the record. The first record in the file is a special “database
header” record whose op-code, stored as a 2-byte short integer, has the value 1. This
opcode header can be used to identify OpenFlight-format files. By convention, these files
have a “.flt” filename extension.

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Description of Supported Formats

pfdLoadFile_flt() makes use of several environment variables when locating data and
texture files. These variables and several additional functions, including
pfdConverterMode_flt(), pfdGetConverterMode_flt(), and pfdConverterAttr_flt()
assist in OpenFlight file processing.

McDonnell-Douglas GDS Format
The “.gds” format (also known as the “Things” format) is used in at least one CAD
system, and a minimal loader for this format has been developed for IRIS Performer
users. The IRIS Performer loader for “.gds” files is located in the
/usr/share/Performer/src/lib/libpfdb/libpfgds directory.
The GDS format subset accepted by the pfdLoadFile_gds() function is easy to describe.
It consists of the following five sequential sections in an ASCII file.
1.

The number of vertices, which is given following a “YIN” tag.

2. The vertices, with one X, Y, Z triple per line for vertices lines.
3. The number zero on a line by itself.
4. The number of polygons on a line by itself.
5. A series of polygon definitions, each of which is represented on two or more lines.
The first line contains the number one and the name of a material to use for the
polygon. The next line or lines contain the indices for the polygons vertices. The
first number on the first line is the number of vertices. This is followed by that
number of vertex indices on that, and possibly subsequent, lines.
pfdLoadFile() uses the function pfdLoadFile_gds() to load “.gds” format files into
IRIS Performer.

Silicon Graphics GFO Format
The GFO format is the simple ASCII format of the barcelona database that is provided in
the IRIS Performer sample database directory. This database represents the famous
German Pavilion at the Barcelona Exhibition of 1929, which was designed by Ludwig
Mies van der Rohe and is shown in Figure 7-5.

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Chapter 7: Importing Databases

Figure 7-5

GFO Database of Mies van der Rohe’s German Pavilion

The source code for the GFO-format loader is provided in the file
/usr/share/Performer/src/lib/libpfdb/libpfgfo/pfbin.c.
pfdLoadFile() uses the function pfdLoadFile_gfo() to load GFO format files into IRIS
Performer run-time data-structures.
When working with GFO files, remember that hardware lighting isn’t used since all
illumination effects have already been accounted for with the ambient color at each
vertex.
The GFO format defines polygons with a color at every vertex. It is the output format of
an early radiosity system. Files in this format have a simple ASCII structure, as indicated
by the following abbreviated GFO file:

206

Description of Supported Formats

scope {
v3f {42.9632 8.7500 0.9374}
cpack {0x8785a9}
v3f {42.9632 8.0000 0.9374}
cpack {0x8785a9}
...
v3f {-1.0000 -6.5858 10.0000}
cpack {0xffffff}
polygon {cpack[0] v3f[0] cpack[1] v3f[1] cpack[2] v3f[2] cpack[3] v3f[3] }
polygon {cpack[4] v3f[4] cpack[5] v3f[5] cpack[6] v3f[6] cpack[7] v3f[7] }
...
polygon {cpack[7330] v3f[7330] cpack[7331] v3f[7331] cpack[7332] v3f[7332]
cpack[7333] v3f[7333] }
instance {
polygon[0]
polygon[1]
...
polygon[2675]
}
}

This example is taken from the file barcelona-l.gfo, one of only two known databases in the
GFO format. The importer uses functions from the libpfdu library (such as those from the
pfdBuilder) to generate efficient shared triangle strips. This increases the speed with
which GFO databases can be drawn and reduces the size and complexity of the loader,
since the builder’s functions hide the details of the pfGeoSet construction process.

Silicon Graphics IM Format
The “.im” format is a simple format developed for test purposes by the IRIS Performer
engineering team. As new features are added to IRIS Performer, the “.im” loader is
extended to allow experimentation and testing. A recent example of this is support for
pfText, pfString, and pfFont objects which can be seen by running perfly on the sample
data file fontsample.im. The IRIS Performer “.im” loader is in the
/usr/share/Performer/src/lib/libpfdb/libpfim directory.
Here is an example IM format file that creates an extruded 3D text string. Copy this to a
file ending in the extension “.im” and load it into Perfly. For a complete example of how
text is handled in IRIS Performer, use Perfly to examine the file
/usr/share/Performer/data/fontsample2.im.

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breakup 0 0.0 0 0
new root top
end_root
new font mistr-extruded Mistr 3
end_font
new str_text textnode mistr-extruded 1
Hello World||
end_text
attach top textnode

pfdLoadFile() uses the function pfdLoadFile_im() to load “.im” format files into IRIS
Performer run-time data structures:
pfdLoadFile_im() searches the current IRIS Performer file path for the named file and
returns a pointer to the pfNode parenting the imported scene graph, or NULL if the file
isn’t readable or doesn’t contain a valid database.

AAI/Graphicon IRTP Format
The AAI/Graphicon “.irtp” format is used by the TopGen database modeling system
and by the Graphicon-2000 image generator. The name IRTP is an acronym for
Interactive Real-Time PHIGS. The IRIS Performer “.irtp” loader is in the
/usr/share/Performer/src/lib/libpfdb/libpfirtp directory. Though loader does not support the
more arcane IRTP features, such as binary separating planes or a global matrix table, it
has served as a basis for porting applications to IRIS Performer and the RealityEngine.
pfdLoadFile() uses the function pfdLoadFile_irtp() to load IRTP format files into IRIS
Performer run-time data-structures.

Silicon Graphics Open Inventor Format
The Open Inventor object-oriented 3D-graphics toolkit defines a persistent data format
that is also a superset of the VRML networked graphics data format. The image in
Figure 7-6 shows a sample Open Inventor data file.

208

Description of Supported Formats

Figure 7-6

Aircar Database in IRIS Inventor Format

The model in Figure 7-6 represents one design for the perennial “personal aircar of the
future” concept. It was created, using Imagine, by Mike Halvorson of Impulse, and was
modeled after the Moller 400 as described in Popular Mechanics.
The Open Inventor data-file loader provided with IRIS Performer reads both binary and
ASCII format Open Inventor data files. Open Inventor scene graph description files in
both formats have the suffix “.iv” appended to their file names.
Here is a simple Open Inventor file that defines a cone:
#Inventor V2.1 ascii
Separator {
Cone {
}
}

The source code for the Open Inventor format importer is provided in the libpfdb/libpfiv
source directory.
pfdLoadFile() uses the function pfdLoadFile_iv() to load Open Inventor format files into
IRIS Performer run-time data-structures. IRIS Performer also comes with an Inventor
loader that works with Open Inventor 2.0, if Open Inventor 2.1 is not installed.
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Chapter 7: Importing Databases

Lightscape Technologies LSA and LSB Formats
The Lightscape Visualization system is a product of Lightscape Technologies, Inc., and is
designed to compute accurate simulations of global illumination within complex 3D
environments. The output files created with Lightscape Visualization can be read into
IRIS Performer for real-time visual exploration.
Lightscape Technologies provides importers for two of their database formats, the simple
ASCII LSA format and the comprehensive binary LSB format. These loaders are in the
/usr/share/Performer/src/lib/libpfdb/libpflsa and libpflsb directories, in the files pflsa.c and
pflsb.c.Files in the LSA format are in ASCII and have the following components:
1.

a 4x4 view matrix representing a default transformation

2. counts of the number of independent triangles, independent quadrilaterals, triangle
meshes, and quadrilateral meshes in the file
3. geometric data definitions
There are four types of geometric definitions in LSA files. The formats of these definitions
are as shown in Table 7-7.
Table 7-7

Geometric Definitions in LSA Files

Geometric Type

Format

Triangle

t X1 Y1 Z1 C1 X2 Y2 Z2 C2 X3 Y3 Z3 C3

Triangle mesh

tm n
X1 Y1 Z1 C1
X2 Y2 Z2 C2
...

Quadrilateral

q X1 Y1 Z1 C1 X2 Y2 Z2 C2 X3 Y3 Z3 C3 X4 Y4 Z4 C4

Quadrilateral mesh

qm n
X1 Y1 Z1 C1
X2 Y2 Z2 C2
...

210

Description of Supported Formats

The Cn values in Table 7-7 refer to colors in the format accepted by the IRIS GL function
cpack(); these colors should be provided in decimal form. The X, Y, and Z values are
vertex coordinates. Polygon vertex ordering in LSA files is consistently
counter-clockwise, and polygon normals are not specified. The first few lines of the LSA
sample file chamber.0.lsa provide an example of the format:
0.486911
-1.665110
0.000000
0.240398

0.03228900
0.00944197
1.92730000
-5.54670000

0.979046
0.286293
-0.017805
13.021200

0.9596590
0.2806240
-0.0174524
13.4945000

1782 4751 0 0
t 4.35 -7.3677 2.57 6188666 6.5 -9.3 2.57 5663353 4.35 -9.3 2.57 5728890
t 6.5 -9.3 2.57 5663353 4.35 -7.3677 2.57 6188666 6.5 -8.2463 2.57 6057596

The count line indicates that the file contains 1782 independent triangles and 4751
independent quadrilaterals, which together represent 11,284 triangles. The image in
Figure 7-7 shows this database, the New Jerusalem City Hall. This was produced by
A.J. Diamond of Donald Schmitt and Company, Toronto, Canada, using the Lightscape
Visualization system.

Figure 7-7

LSA-Format City Hall Database

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Chapter 7: Importing Databases

pfdLoadFile() uses the function pfdLoadFile_lsa() to load LSA format files into IRIS
Performer run-time data-structures.
Files in the LSB binary format have a very different structure from LSA files.
Representing not just polygon data, they contain much of the structural information
present in the “.ls” files used by the Lightscape Visualization system, including material,
layer, and texture definitions as well as a hierarchical mesh definition for geometry. This
information is structured as a series of data sections, which include:
•

the signature, a text string that identifies the file

•

the header, which contains global file information

•

the material table, defining material properties

•

the layer table, defining grouping and association

•

the texture table, referencing texture images

•

geometry in the form of clusters

The format of the geometric clusters is somewhat complicated. A cluster is a group of
coplanar surfaces called patches that share a common material, layer, and normal. Each
patch shares at least one edge with another patch in the cluster. Each patch defines either
a convex quadrilateral or a triangle, and patches represent quad-trees called nodes. Each
node points to its corner vertices and its children. The leaf nodes point to their corner
vertices and the child pointers can optionally point to the vertices that split an edge of
the node. Only the locations of vertices that are corners of the patches are stored in the
file; other vertices are created by subdividing nodes of the quad-tree as the LSB file is
loaded. The color information for each vertex is unique and is specified in the file.
The image in Figure 7-8 shows an LSB-format database developed during the design of
a hospital operating room. This database was produced by the DeWolff Partnership of
Rochester, New York, using the Lightscape Visualization system.

212

Description of Supported Formats

Figure 7-8

LSB-Format Operating Room Database

pfdLoadFile() uses the function pfdLoadFile_lsb() to load LSB format files into IRIS
Performer run-time data-structures.
When working with Lightscape Technologies files, remember that hardware lighting
isn’t needed because all illumination effects have already been accounted for with the
ambient color at each vertex.

Medit Productions MEDIT Format
The “.medit” format is used by the Medit database modeling system produced by Medit
Productions. The IRIS Performer “.medit” loader is in the
/usr/share/Performer/src/lib/libpfdb/libpfmedit directory.
pfdLoadFile() uses the function pfdLoadFile_medit() to load MEDIT format files into
IRIS Performer run-time data-structures.

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NFF Neutral File Format
The “.nff” format was developed by Eric Haines as a way to provide standard procedural
databases for evaluating ray tracing software. IRIS Performer includes an extended NFF
loader with superquadric torus support, a named build keyword, and numerous small
bug fixes. The “.nff” loader is located in the /usr/share/Performer/src/lib/libpfdb/libpfnff
directory.
The file /usr/share/Performer/data/sampler.nff uses each of the NFF data types. It is an
excellent way to explore the “Show Tree”, “Draw Style”, and “Highlight Mode” features
of Perfly. It is included here:
#-- torus
f .75 .00 .25 .6 .8 20 0
t 5 5 0 0 0 1 2 1
build torus
#-- cylinder
f .00 .75 .25 .6 .8 20 0
c
15 5 -3 2
15 5 3 2
#-- put a disc on the top and bottom of the cylinder
d 15 5 -3 0 0 -1 0 2
d 15 5 3 0 0 1 0 2
build cylinder
#-- cone
f .00 .25 .75 .6 .8 20 0
c
25 5 -3 3
25 5 3 0
#-- put a disc on the bottom of the cone
d 25 5 -3 0 0 -1 0 3
build cone
#-- sphere
f .75 .00 .75 .6 .8 20 0
s 5 15 0 3
build sphere
#-- hexahedron
f .25 .25 .50 .6 .8 20 0
h 13 13 -2 17 17 2

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Description of Supported Formats

build hexahedron
#-- superquadric sphere
f .80 .10 .30 .6 .8 20 0
ss 25 15 0 2 2 2 .1 .4
build superquadric_sphere
#-- disc (washer shape)
f .20 .20 .90 .6 .8 20 0
d 5 25 0 0 0 1 1 2.5
build disc
#-- grid (height field)
f .80 .80 .10 .6 .8 20 0
g 4 4 12 18 22 28 0 4
0 0 0 0
0 1 0 0
0 0 -1 0
0 0 0 0
build grid
#-- superquadric torid
f .40 .20 .60 .6 .8 20 0
st 25 25 0 0.5 0.5 0.5 .33 .33 3
build superquadric_torid
#-- polygon with no normals
f .20 .20 .20 .6 .8 20 0
p 4
-5 -5 -10
35 -5 -10
35 35 -10
-5 35 -10
build polygon

pfdLoadFile() uses the function pfdLoadFile_nff() to load NFF format files into IRIS
Performer run-time data-structures.

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Wavefront Technology OBJ Format
The OBJ format is an ASCII data representation read and written by the Wavefront
Technology Model program. A number of database models in this format have been
placed in the public domain, making this a useful format to have available. IRIS
Performer provides the function pfdLoadFile_obj() to import OBJ files. The source code
for pfdLoadFile_obj() is in the file pfobj.c in the /usr/share/Performer/src/lib/libpfdb/libpfobj
loader source directory.
The OBJ-format database shown in Figure 7-9 models an office building that’s part of the
Silicon Graphics corporate campus in Mountain View, California.

Figure 7-9

216

Silicon Graphics Office Building as OBJ Database

Description of Supported Formats

Files in the OBJ format have a flexible all-ASCII structure, with simple keywords to direct
the parsing of the data. This format is best illustrated with a short example that defines
a texture-mapped square:
#-- ‘v’ defines a vertex; here are four vertices
v -5.000000 5.000000 0.000000
v -5.000000 -5.000000 0.000000
v 5.000000 -5.000000 0.000000
v 5.000000 5.000000 0.000000
#-- ‘vt’ defines a vertex texture coordinate; four are given
vt 0.000000 1.000000 0.000000
vt 0.000000 0.000000 0.000000
vt 1.000000 0.000000 0.000000
vt 1.000000 1.000000 0.000000
#-- ‘usemtl’ means select the material definition defined
#-- by the name MaterialName
usemtl MaterialName
#-- ‘usemap’ means select the texturing definition defined
#-- by the name TextureName
usemap TextureName
#-- ‘f’ defines a face. This face has four vertices ordered
#-- counter-clockwise from the upper left in both geometric
#-- and texture coordinates. Each pair of numbers separated
#-- by a slash indicates vertex and texture indices,
#-- respectively, for a polygon vertex.
f 1/1 2/2 3/3 4/4

pfdLoadFile() uses the function pfdLoadFile_obj() to load Wavefront OBJ files into IRIS
Performer run-time data-structures.

Silicon Graphics PFB Format
Although IRIS Performer has no true, native database format, the PFB format is designed
to exactly replicate the IRIS Performer scene graph, which increases loading speed. A file
in the PFB format has the following advantages:
•

PFB files often load in one tenth (or less) of the time it takes an equivalent file in
another format to load.

•

PFB files are often half the size of equivalent files in another format.

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Chapter 7: Importing Databases

You can think of the PFB format as being a cache. You can convert your files into PFB for
fast and efficient loading or paging, but you should always keep your original files in
case you wish to modify them.
Converting to the PFB Format

You can convert files into the PFB format in one of the following ways:
•

Use the function, pfdStoreFile_pfb() in libpfpfb.

•

Use pfconv.

Silicon Graphics PFI Format
The PFI image file format is designed for fast loading of images into pfTextures.
pfLoadTexFile() can load PFI files as the image of a pfTexture. Since the format of the
image in a PFI file matches that of a pfTexture, data is not reformatted at load time.
Eliminating the reformatting often cuts the load time of textures to half of the load time
of the same image in the IRIS libimage format.
PFI files can contain the mipmaps of the image. This feature saves significant time in the
IRIS Performer DRAW process since it does not have to generate the mipmaps.
Creating PFI Files

PFI files are created in the following ways:

218

•

pfSaveTexFile() creates a PFI file from a pfTexture.

•

The pfdImage methods in libpfdu create PFI files.

•

pficonv converts IRIS libimage files into PFI files.

•

pfconv converts all referenced image files into PFI files when the setting
PFPFB_SAVE_TEXTURE_PFI mode is PF_ON. The command line options to do this
with pfconv is -Mpfb,5.

Description of Supported Formats

Silicon Graphics PHD Format
The PHD format was created to describe the geometric polyhedron definitions derived
mathematically by Andrew Hume and by the Kaleido program of Zvi Har’El. This format
describes only the geometric shape of polyhedra; it provides no specification for color,
texture, or appearance attributes such as specularity.
The IRIS Performer sample data directories contain numerous polyhedra in the PHD
format. The image in Figure 7-10 shows many of the polyhedron definitions laboriously
computed by Andrew Hume.

Figure 7-10

Plethora of Polyhedra in PHD Format

The source code for the PHD-format importer is in the file
/usr/share/Performer/src/lib/libpfdb/libpfpoly/pfphd.c.
PHD format files have a line-structured ASCII form; an initial keyword defines the
contents of each line of data. The file format consists of a filename definition (introduced
by the keyword file) followed by one or more object definitions.

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Object definitions are bracketed by the keywords object.begin and object.end and contain
one or more polygon definitions. Objects can have a name in quotes following the
object.begin keyword; such a name is used by the loader for the name of the
corresponding IRIS Performer node.
Polygon definitions are bracketed by the keywords polygon.begin and polygon.end and
contain three or more vertex definitions.
Vertex definitions are introduced by the vertex keyword and define the X, Y, and Z
coordinates of a single vertex.
The following is a PHD-format definition of a unit-radius tetrahedron centered at the
origin of the coordinate axes. It is derived from the database developed by Andrew
Hume but has since been translated, scaled, and reformatted.
file 000.phd
object.begin "tetrahedron"
polygon.begin
vertex -0.090722 -0.366647
vertex 0.544331 -0.628540
vertex 0.453608 0.890430
polygon.end
polygon.begin
vertex -0.907218 0.104757
vertex -0.090722 -0.366647
vertex 0.453608 0.890430
polygon.end
polygon.begin
vertex -0.090722 -0.366647
vertex -0.907218 0.104757
vertex 0.544331 -0.628540
polygon.end
polygon.begin
vertex 0.453608 0.890430
vertex 0.544331 -0.628540
vertex -0.907218 0.104757
polygon.end
object.end

0.925925
-0.555555
0.037037

-0.407407
0.925925
0.037037

0.925925
-0.407407
-0.555555

0.037037
-0.555555
-0.407407

pfdLoadFile() uses the function pfdLoadFile_phd() to load PHD format files into IRIS
Performer run-time data-structures.

220

Description of Supported Formats

The pfdLoadFile_phd() function composes a color with red, green, and blue components
uniformly distributed within the range 0.2 to 0.7 that is consistent for each polygon with
the same number of vertices within a single polyhedron.

Silicon Graphics PTU Format
The PTU format is named for the IRIS Performer Terrain Utilities, of which the
pfdLoadFile_ptu() function is the sole example at the present time. This function accepts
as input the name of a control file (the file with the “.ptu” filename extension) that defines
the desired terrain parameters and references additional data files.
The database shown in Figure 7-11 represents a portion of the Yellowstone National Park.
This terrain database was generated completely by the IRIS Performer Terrain Utility
data generator from digital terrain elevation data and satellite photographic images.
Image manipulation is performed using the Silicon Graphics ImageVision Library™
functions.

Figure 7-11

Terrain Database Generated by PTU Tools

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Chapter 7: Importing Databases

The PTU control file has a fixed format that doesn’t use keywords. The contents of this
file are simply ASCII values representing the following data items:
1.

The name to be assigned to the top-level pfNode built by pfdLoadFile_ptu().

2. The number of desired levels-of-detail (LOD) for the resulting terrain surface. The
pfdLoadFile_ptu() function will construct this many versions of the terrain, each
representing the whole surface but with exponentially fewer numbers of polygons
in each version.
3. The numbers of highest-LOD tiles that will tessellate the entire terrain surface in the
X and Y axis directions.
4. Two numeric values that define the mapping of texture image pixels to
world-coordinate terrain geometry. These values are the number of meters per texel
(texture pixel) of filtered grid post data in the X and Y axis dimensions.
5. The name of an image file that represents terrain height at regularly spaced sample
points in the form of a monochrome image whose brightness at each pixel indicates
the height at that sample point. Additional arguments are the number of samples in
the input image in the X and Y directions, as well as the desired number of samples
in these directions. The pfdLoadFile_ptu() function resamples the grid posts from
the original to the desired resolution by filtering the height image using SGI
ImageVision Library functions.
6. The name of an image file that represents the terrain texture image at regularly
spaced sample points. Subsequent arguments are the number of samples in the
image in the X and Y directions as well as the desired number of samples in these
directions. This image will be applied to the terrain geometry. The scale values
provided in the PTU file allow the terrain grid and texture image to be adjusted to
create an orthographic alignment.
7. An optional second texture-image filename that serves as a detail texture when the
terrain is viewed on RealityEngine systems. This texture is used in addition to the
base texture image.
8. An optional detail-texture spline-table definition. The blending of the primary
texture image and the secondary detail texture is controlled by a blend table defined
by this spline function. The spline table is optional even when a detail texture is
specified. Detail texture and its associated blend functions are applicable only on
RealityEngine systems.
The source code for the PTU-format importer is provided in the file
/usr/share/Performer/src/lib/libpfdb/libpfptu/pfptu.c.

222

Description of Supported Formats

pfdLoadFile() uses the function pfdLoadFile_ptu() to load PTU format files into IRIS
Performer run-time data-structures.

USNA Standard Graphics Format
The “.sgf” format is used at the United States Naval Academy as a standard graphics
format for geometric data. The loader was developed based on the description of the
standard graphics format as described by David F. Rogers and J. Alan Adams in the book
Mathematical Elements for Computer Graphics. The IRIS Performer “.sgf” format loader is
located in the directory /usr/share/Performer/src/lib/libpfdb/libpfsgf.
Here is the vector definition for four stacked squares in SGF form:
0, 0, 0
1, 0, 0
1, 1, 0
0, 1, 0
0, 0, 0
1.0e37,
0, 0, 1
1, 0, 1
1, 1, 1
0, 1, 1
0, 0, 1
1.0e37,
0, 0, 2
1, 0, 2
1, 1, 2
0, 1, 2
0, 0, 2
1.0e37,
0, 0, 3
1, 0, 3
1, 1, 3
0, 1, 3
0, 0, 3
1.0e37,

1.0e37, 1.0e37

1.0e37, 1.0e37

1.0e37, 1.0e37

1.0e37, 1.0e37

pfdLoadFile() uses the function pfdLoadFile_sgf() to load SGF format files into IRIS
Performer run-time data-structures.

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Chapter 7: Importing Databases

Silicon Graphics SGO Format
The Silicon Graphics Object format is used by several cool utility programs and was one
of the first database formats supported by IRIS Performer. The image in Figure 7-12
shows a model generated by Paul Haeberli and loaded into perfly by the
pfdLoadFile_sgo() database importer.

Figure 7-12

Model in SGO Format

Objects in the SGO format have per-vertex color specification and multiple data formats.
Objects contained in SGO files are constructed from three data types:
•

lists of quadrilaterals

•

lists of triangles

•

triangle meshes

Objects of different types can be included as data within one SGO file.

224

Description of Supported Formats

The SGO format has the following structure:
1.

A magic number, 0x5424, which identifies the file as an SGO file.

2. A set of data for each object. Each object definition begins with an identifying token,
followed by geometric data. There can be multiple object definitions in a single file.
An end-of-data token terminates the file.
The layout of an SGO file is





...




Each of the identifying tokens is 4 bytes long. Table 7-8 lists the symbol, value, and
meaning for each token.
Table 7-8

Object Tokens in the SGO Format

Symbol

Value

Meaning

OBJ_QUADLIST

1

Independent quadrilaterals

OBJ_TRILIST

2

Independent triangles

OBJ_TRIMESH

3

Triangle mesh

OBJ_END

4

End-of-data token

The next word following any of the three object types is the number of 4-byte words of
data for that object. The format of this data varies depending on the object type.

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Chapter 7: Importing Databases

For quadrilateral list (OBJ_QUADLIST) and triangle list (OBJ_TRILIST) objects, there are
nine words of floating-point data for each vertex, as follows:
1.

Three words that specify the components of the normal vector at the vertex.

2. Three words that specify the red, green, and blue color components, scaled to the
range 0.0 to 1.0.
3. Three words that specify the X, Y, and Z coordinates of the vertex itself.
In quadrilateral lists, vertices are in groups of four, so there are 4 × 9 = 36 words of data
for each quadrilateral. In triangle lists, vertices are in groups of three, for 3 × 9 = 27 words
per triangle.]
The triangle mesh, OBJ_TRIMESH, is the most complicated of the three object data types.
Triangle mesh data consists of a set of vertices followed by a set of mesh-control
commands. Triangle mesh data has the following format:
1.

A long word that contains the number of words in the complete triangle mesh data
packet.

2. A long word that contains the number of floating-point words required by the
vertex data, at nine words per vertex.
3. The data for each vertex, consisting of nine floating-point words representing
normal, color, and coordinate data.
4. A list of triangle mesh controls.
The triangle mesh controls, each of which is one word in length, are listed in Table 7-9.
Table 7-9

Mesh Control Tokens in the SGO Format

Symbol

Value

Meaning

OP_BGNTMESH

1

Begin a triangle strip.

OP_SWAPTMESH

2

Exchange old vertices.

OP_ENDBGNTMESH

3

End, then begin a strip.

OP_ENDTMESH

4

Terminate triangle mesh.

The triangle-mesh controls are interpreted sequentially. The first control must always be
OP_BGNTMESH, which initiates the mesh-decoding logic. After each mesh control is a
word (of type long integer) that indicates how many vertex indices follow. The vertex

226

Description of Supported Formats

indices are in byte offsets, so to access vertex n, you must use the byte offset n × 9 × 4. See
the graphics library reference books listed under “Bibliography” on page xxxvi for more
information on triangle meshes (particularly see the IRIS GL books, if you’re using IRIS
GL, for information on the swap-triangle-mesh concept).
pfdLoadFile() uses the function pfdLoadFile_sgo() to load SGO format files into IRIS
Performer run-time data-structures.
You can find the source code for the SGO-format importer in the file pfsgo.c. This importer
doesn’t attempt to decode any triangle meshes present in input files; instead, it
terminates the file conversion process as soon as an OBJ_TRIMESH data-type token is
encountered. If you use SGO-format files containing triangle meshes you’ll need to
extend the conversion support to include the triangle mesh data type.

USNA Simple Polygon File Format
The “.spf” format is used at the United States Naval Academy as a simple polygon file
format for geometric data. The loader was developed based on the description in the
book Mathematical Elements for Computer Graphics. The IRIS Performer “.spf” loader is in
the /usr/share/Performer/src/lib/libpfdb/libpfspf directory.
The following “.spf” format file is defined in that book.
polygon with a hole
14,2
4,4
4,26
20,26
28,18
28,4
21,4
21,8
10,8
10,4
10,12
10,20
17,20
21,16
21,12
9,1,2,3,4,5,6,7,8,9
5,10,11,12,13,14

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Chapter 7: Importing Databases

If you look at this file in Perfly you will see that the hole is not cut out of the letter “A” as
might be desired. Such computational geometry computations are not considered the
province of simple database loaders.
pfdLoadFile() uses the function pfdLoadFile_spf() to load SPF format files into IRIS
Performer run-time data-structures.

Sierpinski Sponge Loader
The Sierpinski Sponge (a.k.a. Menger Sponge) loader is not based on a data format but
rather is a procedural data generator. The loader interprets the portion of the user
provided “file name” before the period and extension as an integer which specifies the
number of recursive subdivisions desired in data generation. For example, providing the
pseudo filename “3.sponge” to perfly will result in the Sponge loader being invoked and
generating a sponge object using three levels of recursion, resulting in a 35712 polygon
database object. The IRIS Performer “.sponge” loader can be found in the
/usr/share/Performer/src/lib/libpfdb/libpfsponge directory.
pfdLoadFile() uses the function pfdLoadFile_sponge() to load Sponge format files into
IRIS Performer run-time data-structures.

Star Chart Format
The “.star” format is a distillation of astronomical data from the Yale Compact Star Chart.
The sample data file /usr/share/Performer/data/3010.star contains data from the YCSC that
has been reduced to a list of the 3010 brightest stars as seen from Earth and positioned as
3010 points of light on a unit-radius sphere. The IRIS Performer “.star” loader can read
this data and is provided as a convenience for making dusk, dawn, and night-time
scenes. The loader is in the /usr/share/Performer/src/lib/libpfdb/libpfstar directory.
Data in a “.star” file is simply a series of ASCII lines with the “s” (for star) keyword
followed by X, Y, and Z coordinates, brightness, and an optional name. Here are the 10
brightest stars (excluding Sol) in the “.star” format:
s -0.18746032 0.93921369 -0.28763914 1.00 Sirius
s -0.06323564 0.60291260 -0.79529721 1.00 Canopus
s -0.78377002 -0.52700269 0.32859191 1.00 Arcturus
s 0.18718566 0.73014212 0.65715599 1.00 Capella
s 0.12507832 -0.76942003 0.62637711 0.99 Vega
s 0.13051330 0.68228769 0.71933979 0.99 Capella

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Description of Supported Formats

s 0.19507207 0.97036278 -0.14262892
s -0.37387931 -0.31261155 -0.87320572
s -0.41809806 0.90381104 0.09121194
s 0.49255905 0.22369388 -0.84103900

0.98
0.94
0.94
0.92

Rigel
Rigil Kentaurus
Procyon
Achernar

pfdLoadFile() uses the function pfdLoadFile_star() to load Star format files into IRIS
Performer run-time data-structures.

3D Lithography STL Format
The STL format is used to define 3D solids to be imaged by 3D lithography systems. STL
defines objects as collections of triangular facets, each with an associated face normal.
The ASCII version of this format is known as STLA and has a very simple structure.
The image in Figure 7-13 shows a typical STLA mechanical CAD database. This model is
defined in the bendix.stla sample data file.

Figure 7-13

Sample STLA Database

The source code for the STLA-format loader is in the files
/usr/share/Performer/src/lib/libpfdb/libpfstla/pfstla.c.

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Chapter 7: Importing Databases

STLA-format files have a line-structured ASCII form; an initial keyword defines the
contents of each line of data. An STLA file consists of one or more facet definitions, each
of which contains
1.

the facet normal, indicated with the facet normal keyword

2. the facet vertices, bracketed by outer loop and endloop keywords
3. the endloop keyword
Here is an excerpt from nut.stla, one of the STLA files provided in the IRIS Performer
sample data directories. These are the first two polygons of a 524-triangle hex-nut object:
facet normal 0 -1 0
outer loop
vertex 0.180666 -7.62 2.70757
vertex -4.78652 -7.62 1.76185
vertex -4.436 -7.62 0
endloop
endfacet
facet normal -0.381579 -0.921214 -0.075915
outer loop
vertex -4.48833 -7.59833 0
vertex -4.436 -7.62 0
vertex -4.78652 -7.62 1.76185
endloop
endfacet

Use this function to import data from STLA-format files into IRIS Performer run-time
data structures:
pfNode *pfdLoadFile_stla(char *fileName);

pfdLoadFile_stla() searches the current IRIS Performer file path for the file named by the
fileName argument and returns a pointer to the pfNode that parents the imported scene
graph, or NULL if the file isn’t readable or doesn’t contain recognizable STLA format
data.

SuperViewer SV Format
The SuperViewer (SV) format is one of the several database formats that the I3DM
database modeling tool can read and write. The I3DM modeler was developed by John
Kichury of Silicon Graphics and is provided with IRIS Performer. The source code for the
SV format importer is in the file pfsv.c.

230

Description of Supported Formats

The passenger vehicle database shown in Figure 7-14 was modeled using I3DM and is
stored in the SV database format.

Figure 7-14

Early Automobile in SuperViewer SV Format

Within SV files, object geometry and attributes are described between text lines that
contain the keywords model and endmodel. For example:
model wing
geometry and attributes
endmodel

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Chapter 7: Importing Databases

Any number of models can appear within a SuperViewer file. The geometry and
attribute data mentioned above each consist of one of the following types:
•

3D Polygon with vertex normals and optional texture coordinates
poly3dn  [textured]
x1 y1 z1 nx1 ny1 nz1 [s1 t1]
x2 y2 z2 nx2 ny2 nz2 [s2 t2]
...

Where

•

–

Xn Yn Zn are the nth vertex coordinates

–

Nxn Nyn Nzn are the nth vertex normals

–

Sn Tn are the nth texture coordinates

3D Triangle mesh with vertex normals and optional texture coordinates
tmeshn  [textured]
x1 y1 z1 nx1 ny1 nz1 [s1 t1]
x2 y2 z2 nx2 ny2 nz2 [s2 t2]
...

Where

•

–

Xn Yn Zn are the nth vertex coordinates

–

Nxn Nyn Nzn are the nth vertex normals

–

Sn Tn are the nth texture coordinates

Material definition. If the material directive exists before a model definition, it is
taken as a new material specification. Its format is:
material n Ar Ag Ab Dr Dg Db Sr Sg Sb Shine Er Eg Eb

Where

232

–

n is an integer specifying a material number

–

Ar Ag Ab is the ambient color

–

Dr Dg Db is the diffuse color

–

Sr Sg Sb is the specular color

–

Shine is the material shininess

–

Er Eg Eb is the emissive color

Description of Supported Formats

If the material directive exists within a model description, the format is:
material n

Where n is an integer specifying which material (as defined by the material
description above) is to be assigned to subsequent data.
•

Texture definition. If the texture directive exists before a model definition it is taken
as a new texture specification. Its format is:
texture n TextureFileName

If the texture directive exists within a model description, the format is:
texture n

Where n is an integer specifying which texture (as defined by the texture
description above) is to be assigned to subsequent data.
•

Backface polygon display mode. The backface directive is specified within model
definitions to control backface polygon culling:
backface mode

Where a mode of “on” allows the display of backfacing polygons and a mode of “off”
suppresses their display.
In actual use the SV format is somewhat self-documenting. Here is part of the SV file
apple.sv from the /usr/share/Performer/data directory:
material 20 0.0 0.0 0 0.400000 0.000000 0 0.333333 0.000000 0.0 10.0000 0 0 0
material 42 0.2 0.2 0 0.666667 0.666667 0 0.800000 0.800000 0.8 94.1606 0 0 0
material 44 0.0 0.2 0 0.000000 0.200000 0 0.000000 0.266667 0.0 5.0000 0 0 0
texture 4 prchmnt.rgb
texture 6 wood.rgb
model LEAF
material 44
texture 4
backface on
poly3dn 4 textured
1.35265 1.35761 13.8338
0.88243 0.96366 14.0329
-4.44467 1.24026 13.5669
-2.37938 2.17479 13.3626

0.0686595
0.0502096
0.0363863
0.0363863

-0.234553
-0.376701
-0.337291
-0.337291

-0.969676
-0.924973
-0.940697
-0.940697

0 1
0 0.75
0.0909091 0.75
0.0909091 1

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Chapter 7: Importing Databases

poly3dn 4 textured
-2.37938 2.17479 13.3626
-4.44467 1.24026 13.5669
-9.23775 2.34664 13.1475
-6.69592 3.94535 12.6716

0.0363863
0.0363863
0.0344832
0.0344832

-0.337291
-0.337291
-0.284369
-0.284369

-0.940697
-0.940697
-0.958095
-0.958095

0.0909091 1
0.0909091 0.75
0.181818 0.75
0.181818 1

This excerpt specifies material properties and references texture images stored in the files
prchmnt.rgb and wood.rgb, and then defines two polygons.
pfdLoadFile() uses the function pfdLoadFile_sv() to load SuperViewer files into IRIS
Performer run-time data-structures.

Geometry Center Triangle Format
The “.tri” format is used at the University of Minnesota’s Geometry Center as a simple
geometric data representation. The loader was developed by inspection of a few sample
files. The IRIS Performer “.tri” loader is in the /usr/share/Performer/src/lib/libpfdb/libpftri
directory.
These files have a very simple format: a line per vertex with position and normal given
on each line as 6 ASCII numeric values. The file is simply a series of these triangle
definitions. Here are the first two triangles from the data file
/usr/share/Performer/data/mobrect.tri:
1.788180 1.000870 0.135214 0.076169 -0.085488 0.993423
1.574000 0.925908 0.146652 0.089015 -0.086072 0.992304
1.793360 0.634711 0.099409 0.076402 -0.111845 0.990784
0.836848 -0.595230 0.197960 0.156677 0.044503 0.986647
0.709638 -0.345676 0.210010 0.157642 0.021968 0.987252
0.581200 -0.535321 0.234807 0.145068 0.030985 0.988936

pfdLoadFile() uses the function pfdLoadFile_tri() to load “.tri” format files into IRIS
Performer run-time data-structures.

UNC Walkthrough Format
The “.unc” format was once used at the University of North Carolina as a format for
geometric data in an architectural walkthrough application. The loader was developed
based on inspection of a few sample files. The IRIS Performer “.unc” loader is in the
/usr/share/Performer/src/lib/libpfdb/libpfunc directory.

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Database Operators with Pseudo Loaders

pfdLoadFile() uses the function pfdLoadFile_unc() to load UNC format files into IRIS
Performer run-time data-structures.

WRL Format
The VRML 2.0 format for IRIS Performer, wrl, is made by DRaW Computing AssociatesR.
It accepts geometry and texture only. Basic geometry nodes like Sphere, Cone, Cylinder,
Box and related nodes like Shape, Material, Appearance, TextureTransform,
ImageTexture, and ElevationGrid are supported. Also, complex geometries can be
obtained using the IndexedFaceSet node. You can do geometric manipulations to nodes
using Group nodes and Transform nodes. You can also make very complex structures
using PROTOs, where you group many geometry nodes.

Database Operators with Pseudo Loaders
The IRIS Performer dynamic database loading mechanism provides additional DSOs
that operate on the resulting scene graph from a file or set of files after the file(s) are
loaded. This mechanism, called “pseudo loaders,” enables the desired-operator DSO to
be specified as additional suffixes to the file name. The DSO matching the last suffix is
loaded first and provided the entire filename. That pseudo loader then can parse the
arbitrary filename and invoke the next operator or loader and then operate on the results.
This process allows additional arguments to be buried in the specified filename for the
pseudo loader to detect and parse.
One set of pseudo loaders included with IRIS Performer are the rot, trans, and scale
loaders. These loaders take hpr and xyz arguments in addition to their Filename and can
be invoked from any program using pfdLoadFile(), for example:
% perfly cow.obj.-90,90,0.rot

-90, 90, and 0 are the h, p, and r values, respectively.
If you are using a shell with argument expansion, such as csh, you can create interesting
cow art. Try out the following example:
% perfly cow.obj.{0,1},0,0.trans cow.obj.{0,1,2,3,4},0,-5.trans

Specifying a base filename is only needed if the specified pseudo loader expects a file to
operate on. Loaders can generate their scene graphics procedurally based on simple
parameters specified in the command string.

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Chapter 7: Importing Databases

The pseudo loaders in the IRIS Performer distribution are described in Table 7-10.
Table 7-10

IRIS Performer Pseudo Loaders

Pseudo Loaders

Description

libpfrot

Add pfSCS at root to rotate scene graph by specified ,

, libpftrans Add pfSCS at root to translate scene graph by specified ,, libpfscale Add pfSCS at root to sale scene graph by specified ,, libpfclosest Adds run-time app callback to highlight closest point each frame libpfcliptile Adds callback to compute for the specified ,,,, the proper virtual cliptexture viewing parameters. libpfsphere Generates a sphere database with morphing LOD starting from an n-gon for specified , power of 2. libpfvct Convert normal cliptexture .ct file to virtual cliptexture Pseudo loaders should define pfdLoadNeededDSOs_EXT() for: 236 • Pre-initializing DSOs. • Loading other, special files. • Performing additional initialization, such as class initialization, that should happen before pfConfig(). Chapter 8 “Geometry” This chapter discusses the classes used to create the shapes in Performer scenes. Chapter 8 8. Geometry All libpr geometry is defined by modular units that employ a flexible specification method. These basic groups of geometric primitives are termed pfGeoSets. Geometry Sets A pfGeoSet is a collection of geometry that shares certain characteristics. All items in a pfGeoSet must be of the same primitive type (whether they’re points, lines, or triangles) and share the same set of attribute bindings (you can’t specify colors-per-vertex for some items and colors-per-primitive for others in the same pfGeoSet). A pfGeoSet forms primitives out of lists of attributes that may be either indexed or nonindexed. An indexed pfGeoSet uses a list of unsigned short integers to index an attribute list. (See “Attributes” on page 246 for information about attributes and bindings.) Indexing provides a more general mechanism for specifying geometry than hard-wired attribute lists and also has the potential for substantial memory savings as a result of shared attributes. Nonindexed pfGeoSets are sometimes easier to construct, usually a bit faster to render, and may save memory (since no extra space is needed for index lists) in situations where vertex sharing isn’t possible. A pfGeoSet must be either completely indexed or completely nonindexed; it’s not legal to have some attributes indexed and others nonindexed. Note: libpf applications can include pfGeoSets in the scene graph with the pfGeode (Geometry Node). 239 Chapter 8: Geometry Table 8-1 lists a subset of the routines that manipulate pfGeoSets. Table 8-1 240 pfGeoSet Routines Function Description pfNewGSet Create a new pfGeoSet. pfDelete Delete a pfGeoSet. pfCopy Copy a pfGeoSet. pfGSetGState Specify the pfGeoState to be used. pfGSetGStateIndex Specify the pfGeoState index to be used. pfGSetNumPrims Specify the number of primitive items. pfGSetPrimType Specify the type of primitive. pfGSetPrimLengths Set the lengths array for strip primitives. pfGetGSetPrimLength Get the length for the specified strip primitive. pfGSetAttr Set the attribute bindings. pfGSetDrawMode Specify draw mode, e.g., flat shading or wireframe. pfGSetLineWidth Set the line width for line primitives. pfGSetPntSize Set the point size for point primitives. pfGSetHlight Specify highlighting type for drawing. pfDrawGSet Draw a pfGeoSet. pfGSetBBox Specify a bounding box for the geometry. pfGSetIsectMask Specify an intersection mask for pfGSetIsectSegs. pfGSetIsectSegs Intersect line segments with pfGeoSet geometry. pfQueryGSet Determine the number of triangles or vertices. pfPrint Print the pfGeoSet contents. Geometry Sets Primitive Types All primitives within a given pfGeoSet must be of the same type. To set the type of all primitives in a pfGeoSet named gset, call pfGSetPrimType(gset, type). Table 8-2 lists the primitive type tokens, the primitive types that they represent, and the number of vertices in a coordinate list for that type of primitive. Table 8-2 Geometry Primitives Token Primitive Type Number of Vertices PFGS_POINTS Points numPrims PFGS_LINES Independent line segments 2 * numPrims PFGS_LINESTRIPS Strips of connected lines Sum of lengths array PFGS_FLAT_LINESTRIPS Strips of flat-shaded lines Sum of lengths array PFGS_TRIS Independent triangles 3 * numPrims PFGS_TRISTRIPS Strips of connected triangles Sum of lengths array PFGS_FLAT_TRISTRIPS Strips of flat-shaded triangles Sum of lengths array PFGS_TRIFANS Fan of conected triangles Sum of lengths array PFGS_FLAT_TRIFANS Fan of flat-shaded triangles Sum of lengths array PFGS_QUADS Independent quadrilaterals 4 * numPrims PFGS_POLYS Independent polygons Sum of lengths array where the parameters in the last column represent: numPrims is the number of primitive items in the pfGeoSet, as set by pfGSetNumPrims(). lengths is the array of strip lengths in the pfGeoSet, as set by pfGSetPrimLengths() (note that length is measured here in terms of number of vertices). 241 Chapter 8: Geometry Connected primitive types (line strips, triangle strips, and polygons) require a separate array that specifies the number of vertices in each primitive. Length is defined as the number of vertices in a strip for STRIP primitives and is the number of vertices in a polygon for the POLYS primitive type. The number of line segments in a line strip is numVerts - 1, while the number of triangles in a triangle strip and polygon is numVerts 2. Use pfGSetPrimLengths() to set the length array for strip primitives. The number of primitives in a pfGeoSet is specified by pfGSetNumPrims(gset, num). For strip and polygon primitives, num is the number of strips or polygons in gset. pfGeoSet Draw Mode In addition to the primitive type, pfGSetDrawMode() further defines how a primitive is drawn. Triangles, triangle strips, quadrilaterals and polygons can be specified as either filled or as wireframe, where only the outline of the primitive is drawn. Use the PFGS_WIREFRAME argument to enable/disable wireframe mode. Another argument, PFGS_FLATSHADE, specifies that primitives should be shaded. If flat shading is enabled, each primitive or element in a strip is shaded with a single color. PFGS_COMPILE_GL At the next draw for each pfState, compile gset’s geometry into a GL display list and subsequently render the display list. PFGS_DRAW_GLOBJ Select the rendering of an already created display list but do not force a re-compile. PFGS_PACKED_ATTRS Use the gset’s packed attribute arrays, set with the PFGS_PACKED_ATTRS to pfGSetAttr, to render geometry with GL vertex arrays. This mode is only available under OpenGL operation. pfGeoSets are normally processed in immediate mode which means that pfDrawGSet() sends attributes from the user-supplied attribute arrays to the Graphics Pipeline for rendering. However, this kind of processing is subject to some overhead, particularly if the pfGeoSet contains few primitives. In some cases it may help to use GL display lists (this is different from the libpr display list type pfDispList) or compiled mode. In compiled mode, pfGeoSet attributes are copied from the attribute lists into a special data structure called a display list during a compilation stage. This data structure is highly optimized for efficient transfer to the graphics hardware. However, compiled mode has some major disadvantages: 242 Geometry Sets • compilation is usually costly • a GL display list must be recompiled whenever its pfGeoSet’s attributes change • the GL display list uses a significant amount extra host memory In general, immediate-mode will offer excellent performance with minimal memory usage and no restrictions on attribute volatility which is a key aspect in may advanced applications. Despite this, experimentation may show databases or machines where compiled mode offers a performance benefit. To enable or disable compiled mode, call pfGSetDrawMode() with the PFGS_COMPILE_GL token. When enabled, compilation is delayed until the next time the pfGeoSet is drawn with pfDrawGSet(). Subsequent calls to pfDrawGSet() will then send the compiled pfGeoSet to the graphics hardware. To select a display list to render, without recompiling it, use pfGSetDrawMode(PFGS_DRAW_GLOBJ}. Packed Attributes Packed attributes is an optimized way of sending formatted data to the graphics pipeline under OpenGL that does not incur the same memory overead or re-compilation burden as GL display lists. To render geometry with packed attributes, use the pfGSetDrawMode(PFGS_PACKED_ATTRS) method when using OpenGL. This pfGSetAttr list includes the currently bound PER_VERTEX vertex attribute data packed into a single non-indexed array. When specifying a packed attribute array, the optional vertex attributes, colors, normals, and texture coordinates, can be NULL. This array, like the other attribute arrays, is then shared between Perfomrer, the GL, and accessible by the user. Optionally, you can put your vertex coordinates in this packed array but in this case the vertices must be duplicated in the normal coordinate array becuase vertex coordinate data is used internally for other non-drawing operations such as intersections and computation of bounding geometry. Packed attribute arrays also allow IRIS Performer to extend the vertex attribute types accepted by pfGeoSets. There are several base formats that expect all currently bound attributes of specified data type (unsigned byte, short, or float) to be in the attribute array. Attributes specieid by the format but not bound to vertices are assumed to not be present and the present data packed with the data for each vertex starting on a 32bit word-aligned boundary. Then, there are several derived formats that let you put some attribute data in the packed array while leaving the rest in the normal individual coordinate attribute arrays. Table 8-3 shows the different base formats supported. 243 Chapter 8: Geometry Table 8-3 pfGeoSet PACKED_ATTR Formats Format Description PFGS_PA_C4UBN3ST2FV3F Accepts all currently bound coordinate attributes, colors are unsigned bytes normals are shorts. Vertices are duplicated in the packed attribute array. PFGS_PA_C4UBN3ST2F Vertices are in the normal coordinate array. PFGS_PA_C4UBT2F Normals and vertices are in the normal coordinate array. PFGS_PA_C4UBN3ST2SV3F All bound coordinate attributes are in the packed attribute array. Colors are unsigned bytes, normals are shorts, and texture coordinates are unsigned shorts. PFGS_PA_C4UBN3ST3FV3F Texture coordinates are 3D floats. PFGS_PA_C4UBN3ST3SV3F Texture coordinates are 2D shorts. To create packed attributes, you can use the utility pfuTravCreatePackedAttrs(), which traverses a scene graph to create packed attributes for pfGeoSets and, optionally, pfDelete redundant attribute arrays. This utility packs the pfGeoSet attributes using pfuFillGSetPackedAttrs(). Examples of packed attribute usage can be seen in /usr/share/Performer/src/pguide/libpr/C/packedattrs.c and in /usr/share/Performer/src/sample/C/perfly.c and /usr/share/Performer/src/sample/C++/perfly.C. Primitive Connectivity A pfGeoSet requires a coordinate array that specifies the world coordinate positions of primitive vertices. This array is either indexed or not, depending on whether a coordinate index list is supplied. If the index list is supplied, it’s used to index the coordinate array; if not, the coordinate array is interpreted in a sequential order. A pfGeoSet’s primitive type dictates the connectivity from vertex to vertex to define geometry. Figure 8-1 shows a coordinate array consisting of four coordinates, A, B, C, and D, and the geometry resulting from different primitive types. This example uses index lists that index the coordinate array. 244 Geometry Sets Note: Flat-shaded line strip and flat-shaded triangle strip primitives have the vertices listed in the same order as for the smooth-shaded varieties. O 1 2 3 ... n D C A B Primitive type Points Vertex list XA, YA, ZA XB, YB, ZB XC, YC, ZC XD, YD, ZD XN, YN, ZN Line strips Line segments Geometry Index list Primitive type 0 0 0 2 3 1 3 1 3 2 2 1 3 0 1 3 2 2 1 0 Independent Quadrilaterals triangles Triangle strips Polygons Geometry Index list Figure 8-1 0 0 0 0 1 1 1 1 3 2 3 2 3 3 2 3 1 ... ... 2 n n Primitives and Connectivity 245 Chapter 8: Geometry Attributes The definition of a primitive isn’t complete without attributes. In addition to a primitive type and count, a pfGeoSet references four attribute arrays (see Figure 8-2): • colors (red, green, blue, alpha) • normals (Nx, Ny, Nz) • texture coordinates (S, T) • vertex coordinates (X, Y, Z) (A pfGeoState is also associated with each pfGeoSet; see Chapter 9, “Graphics State” for details.) The four components listed above can be specified with pfGSetAttr() and in two ways: by indexed specification—using a pointer to an array of components and a pointer to an array of indices; or by direct specification—providing a NULL pointer for the indices, which indicates that the indices are sequential from the initial value of zero. The choice of indexed or direct components applies to an entire pfGeoSet; that is, all of the supplied components within one pfGeoSet must use the same method. However, you can emulate partially indexed pfGeoSets by using indexed specification and making each nonindexed attribute’s index list be a single shared “identity mapping” index array whose elements are 0, 1, 2, 3,…, N-1 where N is the largest number of attributes in any referencing pfGeoSet. (You can share the same array for all such emulated pfGeoSets.). The direct method avoids one level of indirection and may have a performance advantage compared with indexed specification for some combinations of CPU and graphics subsystem. Note: it is highly recommended that pfMalloc() be used to allocate your arrays of attribute data. This will allow IRIS Performer to reference-count the arrays and delete them when appropriate. It will also allow you to easily put your attribute data into shared memory for multiprocessing by specifying an arena such as pfGetSharedArena() to pfMalloc(). While perhaps convenient, it is very dangerous to specify pointers to static data for pfGeoSet attributes. Early versions of IRIS Performer permitted this but it is strongly discouraged and may have undefined and unfortunate consequences. Attribute arrays can be created through pfFlux to support the multiprocessed generation of the vertex data for a dynamic object, such as ocean waves, or morphing geometry. pfFlux will automatically keep separate copies of data for separate proceses so that one process can generate data while another draws it. The pfFluxed buffer can be handed directly to pfGSetAttr(). In fact, the entire pfGeoSet can be contained in a pfFlux. Index lists cannot be pfFluxed. See Chapter 14, “Dynamic Data,” for more information on pfFlux. 246 Geometry Sets 0: R G 1: R B A G 2: R B A GB A o,1 ,3,2 ,8,2 ,2,3 Ge lor Co ex ind ... 0: S T 1: S T 2: S T 0,1 lor Co ay arr coo Texrray a rd oSt at prim e itiv e ty pe prim itiv ec oun t col or a rra y col or i nde x nor ma l ar ray nor ma l in dex tex tur ec oor da tex rra tur y ec oor d ver ind tex ex coo r d ver arr tex ay coo rd i nde x rd coo T e xn d e x i ,4,5 ... Figure 8-2 pfG eoS et 0:n xn 1:n y nz x 2:n ny nz xn yn z 3,1 ,8,3 ,2.. 4,8 l a rm Nodex in l . 0: X Y 1: X Z Y 2: X Z YZ 11, a rm No ray ar x rte Ve ray ar ,2,6 x rte Ve ex ind ... pfGeoSet Structure 247 Chapter 8: Geometry Attribute Bindings Attribute bindings specify where in the definition of a primitive an attribute has effect. You can leave a given attribute unspecified; otherwise, its binding location is one of the following: • overall (one value for the entire pfGeoSet) • per primitive • per vertex Only certain binding types are supported for some attribute types. Table 8-4 shows the attribute bindings that are legal for each type of attribute. Table 8-4 Attribute Bindings Binding Token Color Normal Texture Coordinate Coordinate PFGS_OVERALL Yes Yes No No PFGS_PER_PRIM Yes Yes No No PFGS_PER_VERTEX Yes Yes Yes Yes PFGS_OFF Yes Yes Yes No Attribute lists, index lists, and binding types are all set by pfGSetAttr(). For FLAT primitives (PFGS_FLAT_TRISTRIPS,PFGS_FLAT_TRIFANS, PFGS_FLAT_LINESTRIPS), the PFGS_PER_VERTEX binding for normals and colors has slightly different meaning. In these cases, per-vertex colors and normals should not be specified for the first vertex in each line strip or for the first two vertices in each triangle strip since FLAT primitives use the last vertex of each line segment or triangle to compute shading. 248 Geometry Sets Indexed Arrays A cube has six sides; together those sides have 24 vertices. In a vertex array, you could specify the primitives in the cube using 24 vertices. However, most of those vertices overlap. If more than one primitive can refer to the same vertex, the number of vertices can be streamlined to 8. The way to get more than one primitive to refer to the same vertex is to use an index; three vertices of three primitives use the same index which points to the same vertex information. Adding the index array adds an extra step in the determination of the attribute, as shown in Figure 8-3. pfGeoSet StripLengths PrimCoords ColorBind MormalBind TexCoordBind n1 n2 n3 . . . CoordSet ColorSet NormalSet TexCoordSet CoordIndexSet ColorIndexSet NormalIndexSet TextCoordIndexSet < x, y, z > . . . n1 n2 n3 . . . Figure 8-3 < r, g, b > . . . n1 n2 n3 . . . < nx, ny, nz > . . . n1 n2 n3 . . . < x, y, z > . . . n1 n2 n3 . . . Indexing Arrays Indexing can save system memory, but rendering performance is often lost. 249 Chapter 8: Geometry When to Index Attributes The choice of using indexed or sequential attributes applies to all of the primitives in a pfGeoSet; that is, all of the primitives within one pfGeoSet must be referenced sequentially or by index; you cannot mix the two. The governing principle for indexing attributes or not is how many vertexes in a geometry are shared. Consider the following two examples in Figure 8-4 where each dot marks a vertex. Figure 8-4 Deciding Whether to Index Attributes In the triangle strip, each vertex is shared by two adjoining triangles. In the square, the same vertex is shared by eight triangles. Consider the task that is required to move these vertices when, for example, morphing the object. If the vertices were not indexed, in the square, the application would have to look up and alter eight triangles to change one vertex. In the case of the square, it is much more efficient to index the attributes. On the other hand, if the attributes in the triangle strip were indexed, since each vertex is shared by only two triangles, the index look-up time would exceed the time it would take to simply update the vertices sequentially. In the case of the triangle strip, rendering is improved by handling the attributes sequentially. The deciding factor governing whether or not to index attributes relates to the number of primitives that share the same attribute: if attributes are shared by many primitives, the attributes should be indexed; if attributes are not shared by many primitives, the attributes should be handled sequentially. 250 3D Text pfGeoSet Operations There are many operations you can perform on pfGeoSets. pfDrawGSet() “draws “the indicated pfGeoSet by sending commands and data to the Geometry Pipeline, unless IRIS Performer’s display-list mode is in effect. In display-list mode, rather than sending the data to the pipeline, the current pfDispList “captures” the pfDrawGSet() command. The given pfGeoSet is then drawn along with the rest of the pfDispList with the pfDrawDList() command. When the PFGS_COMPILE_GL mode of a pfGeoSet is not active (pfGSetDrawMode()), pfDrawGSet() uses rendering loops tuned for each primitive type and attribute binding combination to reduce CPU overhead in transferring the geometry data to the hardware pipeline. Otherwise, pfDrawGSet() sends a special, compiled data structure. Table 8-1 lists other operations that you can perform on pfGeoSets. pfCopy() does a shallow copy, copying the source pfGeoSet’s attribute arrays by reference and incrementing their reference counts. pfDelete() frees the memory of a pfGeoSet and its attribute arrays (if those arrays were allocated with pfMalloc() and provided their reference counts reach zero). pfPrint() is strictly a debugging utility and will print a pfGeoSet’s contents to a specified destination. pfGSetIsectSegs() allows intersection testing of line segments against the geometry in a pfGeoSet; see “Intersecting With pfGeoSets” in Chapter 17 for more information on that function. 3D Text In addition to the pfGeoSet, libpr offers two other primitives which together are useful for rendering a specific type of geometry—three-dimensional characters. See Chapter 3, “Nodes and Node Types” and the description for pfText nodes for an example of how to set up three-dimension text within the context of libpf. pfFont The basic primitive supporting text rendering is the libpr pfFont primitive. A pfFont is essentially a collection of pfGeoSets in which each pfGeoSet represents one character of a particular font. pfFont also contain metric data, such as a per-character spacing, the three-dimensional escapement offset used to increment a text ‘cursor’ after the character has been drawn. Thus, pfFont maintain all of the information that is necessary to draw any and all valid characters of a font. However, note that pfFont are passive and have 251 Chapter 8: Geometry little functionality on their own, for example you cannot draw a pfFont—it simply provides the character set for the next higher-level text data object, the pfString. Table 8-5 lists some routines that are used with a pfFont. Table 8-5 pfFont Routines Function Description pfNewFont Create a new pfFont. pfDelete Delete a pfFont. pfFontCharGSet Set the pfGeoSet to be used for a specific character of this pfFont. pfFontCharSpacing Set the 3D spacing to be used to update a text cursor after this character has been rendered. pfFontMode Specify a particular mode for this pfFont. Valid Modes to set: PFFONT_CHAR_SPACING — specify whether to use fixed or variable spacings for all characters of a pfFont. Possible values are PFFONT_CHAR_SPACING_FIXED and PFFONT_CHAR_SPACING_VARIABLE, the latter being the default. PFFONT_NUM_CHARS — specify how many characters are in this font. PFFONT_RETURN_CHAR — specify the index of the character that is considered a ‘return’ character and thus relevant to line justification. pfFontAttr Specify a particular attribute of this pfFont. Valid Attributes to set: PFFONT_NAME - name of this font. PFFONT_GSTATE - pfGeoState to be used when rendering this font. PFFONT_BBOX - bounding box that bounds each individual character. PFFONT_SPACING - Set the overall character spacing if this is a fixed width font (also the spacing used if one hasn’t been set for a particular character). 252 3D Text Example 8-1 Loading Characters into a pfFont /* Setting up a pfFont */ pfFont *ReadFont(void) { pfFont *fnt = pfNewFont(pfGetSharedArena()); for(i=0;isetVirtualLODOffset(LODOffset); mpcliptex->setNumEffectiveLevels(numEffectiveLevels); mpcliptex->setLODRange(minLOD, maxLOD); mpcliptex->setLODBias(LODBiasS, LODBiasT, LODBiasR); You make these calls in the APP process, either in the main program loop, a channel APP func, or a pre- or post-node APP func. The last value you give during the APP in a particular frame will be used for rendering that frame and all subsequent frames, until you change the value again. This simple technique is the one that is used by the clipfly program when you manipulate the LODOffset and EffectiveLevels sliders (when using a naive scene loader such as the .im loader that doesn’t do its own management of virtualLODOffset and numEffectiveLevels): clipfly makes these calls in its channel pre-APP function. 355 Chapter 10: ClipTextures This technique is also used by the .spherepatch loader; in this case the calls are made in a post-APP function of a node in the scene graph, using parameters that are intelligently chosen based on the current distance from the eye to the closest point on the textured geometry, and are updated every frame. Notice that even though the .spherepatch loader manages the virtualLODOffset and numEffectiveLevels, you can still modify or override its behavior with the clipfly GUI controls. This is accomplished using a special set of “limit” parameters that are provided as a convenience and stored on the pfMPClipTexture. The intended use is for applications such as clipfly to set the limits based on GUI input or other criteria: mpcliptex->setLODOffsetLimit(lo, hi); mpcliptex->setEffectiveLevelsLimit(lo, hi); mpcliptex->setMinLODLimit(lo, hi); mpcliptex->setMinLODLimit(lo, hi); mpcliptex->setLODBiasLimit(Slo, Shi, Tlo, Thi, Rlo, Rhi); Then the callback functions of intelligent loaders such as .spherepatch query the limits: mpcliptex->getLODOffsetLimit(&lo, &hi); mpcliptex->getEffectiveLevelsLimit(&lo, &hi); mpcliptex->getMinLODLimit(&lo, &hi); mpcliptex->getMinLODLimit(&lo, &hi); mpcliptex->setLODBiasLimit(&Slo, &Shi, &Tlo, &Thi, &Rlo, &Rhi); The loaders use the limits to modify the selection of the final parameters sent to pfMPClipTexture. The limits are not enforced by pfMPClipTexture; they are provided merely to facilitate communication from the application to the function controlling the parameters. That function is free to ignore or only partially honor the limits if it wishes. The limits may also be queried frame-accurately from the pfMPClipTexture in the CULL process, so they can also be used by scene loaders such as the .ct loader that use the per-tile method described in the next section. 356 Manipulating Cliptextures Per-Tile Setting of Virtual Cliptexture Parameters Many applications require accessing a wider range of the cliptexture’s data than can be obtained by a single setting of virtualLODOffset and numEffectiveLevels. This can be accomplished by partitioning the database into “tiles” roughly according to distance from the eye or from the texture’s clipcenter, and setting the parameters for each tile every frame in the pre-CULL func of the pfGroup or pfGeode representing that tile, by calling pfClipTexture::applyVirtual(), pfTexture::applyMinLOD(), pfTexture::applyMaxLOD(), and pfTexture::applyLODBias(). Tiling Strategies Choosing a database tiling strategy requires careful thought and tuning. The most conceptually straightforward method is to use a static 2d grid-like spatial partitioning. This method requires tuning the granularity of the partitioning for the particular database and capabilities of the machine: if a tile is too big and sufficiently close to the eye, there may be no possible combination of virtualLODOffset and numEffectiveLevels that allows access to both the necessary spatial range and texture LOD range without garbage in the distance or excess bluriness in the foreground; but if there are too many tiles, the overhead of changing the parameters for each tile can become excessive. In general, assuming the maximum active area is 32Kx32K (as it is on InfiniteReality), each tile should be small enough so that it covers at most approximately 16K texels at the finest texture LOD that will be used when rendering it; this is so that when the clipcenter is close enough to the tile to require accessing that finest texture LOD, the 32Kx32K good area centered at approximately the clipcenter will be able to cover it with some slop left over to account for the inexact placement of the good area (see the IR cliptexture bugs doc). (Finer tiles such as 8Kx8K or even 4Kx4K can be used for improved stability under extreme magnification; see the IR cliptexture bugs doc). This rule has two important consequences: • If your cliptexture has insets (i.e. localized regions in which higher-res data is available) you can make the tiling coarser in the regions where only low-res data is available, and finer at the insets. • If you use pfLODs to optimize your database, the coarse LODs of the pfLOD can (and should) be tiled more coarsely than the fine ones. This is because the coarser LODs are used at far distances, and at those far distances the mipmapping hardware will only want to access correspondingly coarse texture levels anyway, so the 16Kx16K can be measured in terms of the texels of those coarse texture levels. 357 Chapter 10: ClipTextures A more general tiling strategy that requires less empirical database tuning than the static tiling method is to make the tiles be concentric rings around the texture’s clipcenter (in 2d) or around the eye point (in 3d), with sizes increasing in approximately powers of 2. However, since the clipcenter and view position changes, this means the tiles must move as well, which requires dynamically changing the topology of the scene graph and/or morphing the geometry so that the tiles always form those concentric rings around the current focus. The .ct loader and pfASD’s ClipRings both use this dynamic strategy. The .ct loader is interesting in that the morphing is done for the sole purpose of forming these concentric tiles for virtual-cliptexturing an otherwise trivial scene. It looks like simply a square textured by the cliptexture, but if you turn on scribed mode in perfly or clipfly, you can see the morphing rings that make up the square. Doing Per-tile Updates To do per-tile updates, use the following procedure: 1. On each tile (typically a pfGroup or pfGeode) put a pre-node CULL func: tile->setTravFuncs(PFTRAV_CULL, tilePreCull, NULL); 2. Make sure the effect of the tile’s pre-CULL func happens in the DRAW before the contents of the tile are rendered, and that the tile’s contents do not co-mingle with other tiles (this is not guaranteed by default, for the benefit of CULL whose sole purpose is to return a CULL result without losing the advantages of uncontained CULL sorting): tile->setTravMode(PFTRAV_CULL, PFTRAV_CULL_SORT, PFN_CULL_SORT_CONTAINED); 3. In the pre-node CULL func for the tile, set the parameters: static int tilePreCull(pfTraverser *trav, void *) { int virtualLODOffset, numEffectiveLevels; float minLOD, maxLOD; float biasS, biasT, biasR; //Choose intelligent values for parameters. cliptex->applyVirtualParams(virtualLODOffset, numEffectiveLevels); cliptex->applyMinLOD(minLOD); cliptex->applyMaxLOD(maxLOD); cliptex->applyLODBias(biasS,biasT,biasR); } 358 Manipulating Cliptextures The values given to the apply functions are not stored in the pfClipTexture or retained from frame to frame; when you call these functions, they override the corresponding values stored in the cliptexture. It is not necessary to call all four of the apply...() functions; only use the ones you care about (e.g. most applications would not care about LODBias). However, if you ever call a given one of these functions, say applyMinLOD(), on a particular cliptexture for any tile, then you must call applyMinLOD() for every tile on that cliptexture during that frame and forever after; if you omit it the tile will not necessarily get the value stored on the pfMPClipTexture or pfClipTexture; rather, it will get whatever value happened to be most recently set when rendering that tile in the DRAW (which may be nondeterministic due to CULL sorting of the scene graph). How to Choose Virtual Cliptexture Parameters The libpfutil library provides a function called pfuCalcVirtualClipTexParams, which can be very useful in selecting the virtual cliptexture parameters, no matter whether you are updating per-frame or per-tile. Essentially, you give to pfuCalcVirtualClipTexParams every piece of information you know about the cliptexture: • The tile in question. • The limits specified elsewhere, for example, by the clipfly GUI. pfuCalcSizeFinestMipLOD() returns the lower bounds on minLODPixTex, which is one of the input parameters to pfuCalcVirtualClipTexParams. The function returns optimal values for virtualLODOffset, numEffectiveLevels, minLOD, maxLOD that you can: • Set on the pfMPClipTexture in the APP process if your application is using the per-frame method. • Apply to the pfClipTexture per-tile in the CULL process if using the per-tile method. For more details; you may also want to read the commented source code to understand its constraints and heuristics, and how to modify pfuCalcVirtualClipTexParams to implement your own algorithm if it does not exactly suit your needs. 359 Chapter 10: ClipTextures Custom Read Functions Sometimes the read function supplied by IRIS Performer to download texture data from disk to mem region isn’t good enough. The application may need to do additional operations at read time, such as uncompression, or may need a more sophisticated read function, such as an interruptible one for reading large tiles from slow storage devices. A read function may need to signal an applications secondary caching system; for example, reading from tape storage to disk. IRIS Performer provides support for application supplied custom read functions. The read function is supplied at configuration time, and there is API in both the configuration utilities and the cliptexture and image cache configuration files for supplying a read function. A read function is called by the image caches read queue. The read queue expects a read function with the following function signature: int ExampleReadFunction(pfImageTile *it, int ntexels) The image tile pointer provides information about the read request, such as the disk to read from, the dimensions and format of the texel data, and the destination tile in system memory to write to. The ntexels argument is an integer indicating the number of texels to read from disk. The read function returns another integer indicating the number of texels actually read. Two example read functions are supplied in /usr/share/Performer/src/lib/libpfdu/pfdLoadImage.c, ReadNormal() and ReadDirect(). These functions are C versions of the C++ functions that IRIS Performer uses to read texture data. In IRIS Performer, the ReadDirect() function is called by the read queue; it tries to use direct i/o to get the highest possible disk read performance. If the read direct call fails, it calls ReadNormal(), which uses normal fopen()-style read. When providing a read function at configuration time, You supply the function name, and optionally the name of a DSO library containing the function. If no dynamic shared library is supplied, The read function is searched for in the application’s executable. To set read custom read functions using the configuration utilities, simply fill in the readFunc field in the pfuImgCacheConfig or pfuClipTexConfig structure (the first structure has priority over the second if both are set). The field should contain a pointer to the customer read function. Be sure the function has the proper signature. 360 Using Cliptextures When supplying custom read functions in the configuration files, you simply provide an entry in one of two formats: read_func ReadFunctionName read_func DSOlibraryName ReadFunctionName For hints on when and how to use custom read functions, see the customizing read functions in “Custom Read Functions” on page 372. Using Cliptextures This section provides guidelines for using cliptextures, describing common cliptexture application techniques, ways to solve problems, and some hints and tips to make using cliptextures easier. Cliptexture Insets Cliptexture load control makes it possible to create cliptextures with incompletely filled levels. A cliptexture, being much larger than an ordinary texture, may not be used in a homogeneous way. Some areas of the cliptexture may be viewed in detail, others only at a distance. A good example of this usage pattern is flight simulation. The terrain around an airport will be seen from low altitude, terrain far from population centers may never be seen below 40,000 feet. It is also possible that high resolution data is simply not available for the entire cliptexture. Both of these cases make it valuable to create cliptextures with incompletely populated values. Regions of filled in data are called insets. Insets can be any shape, and do not need to match tile boundaries (although this requires filling the rest of the tile with super sampled data). For an inset to work properly, all of the levels from the pyramid up to the finest level desired, must be available within the inset boundaries. 361 Chapter 10: ClipTextures Insets Figure 10-12 Cliptexture Insets Insets are supported in cliptextures as a natural consequence of load control. As the clipped region moves from a region that has texel data to one that doesn’t, DTR will blur the texture down to the highest level that can completely fill the clipped region. Adding Insets to Cliptextured Data In large cliptextures, it may not be practical or even desirable to completely fill each level with texel data. Cliptexture’s load control, DTR, automatically adjusts the finest visible level based on what texels are available. If finer levels are not available, DTR automatically “blurs down” to the highest complete level in the clip region. Applications may use insets if there are only limited areas where the viewer is close to the terrain. An example application would be a commercial flight simulator, where the inset high-resolution data would be around the airports where the aircraft takes-off and lands. The terrain over which the aircraft cruises can be lower resolution. Insets and DTR To create insets properly, you have to understand how DTR load control works. At the beginning of each frame, DTR examines a level’s mem region to see if the tiles covering the tex region are all loaded. If the tiles are all available, DTR will make that level visible. 362 Using Cliptextures DTR does this examination starting with the coarsest clipped level. If the current level is complete, it marks that level as visible and repeats the process for the next finest level, until it gets to the top level or finds an incomplete level. Building Insets To create an inset, assume you have a cliptexture that is complete at a coarse level. You choose an area of the clipmap that you would like to have visible at some finer level. In order to make that area available, you have to provide texel data in that area for each level from the coarse complete level to the finer level you want to show. When the clip region is completely enclosed by the finer level data, DTR checks all the levels from the pyramid level on up, and allows the finer level to be shown in that area. (The pyramid levels are always complete; see Figure 10-1.) Because DTR works from the bottom up (coarser to finer levels), an inset area must have texel data available from the finest level all the way down to the pyramid level. If a level’s clip region is missing or incomplete, DTR does not allow the image to sharpen up to that level; the inset gets blurry. Inset Boundaries When the clipcenter is set such that the clip region is completely enclosed by the insetted area, a properly constructed inset is sharp, using the finer resolution texel data. But what happens when the clip region only partially covers an inset? In that case, DTR does not sharpen up beyond the finest complete level, and the clip region gets blurry, including the part of the clip region covered by the inset. Remember, the clip region only sharpens to the finest level that is complete within the clip region. This bluriness may not be a problem. If you know that the application moves far enough away from the terrain before the clip region crosses an inset border, MIPmapping uses the coarser texture levels before DTR forces the texture to use them. Sometimes, the application would like a static boundary between the inset and the surrounding coarser data, even when crossing an inset boundary close to the textured geometry. 363 Chapter 10: ClipTextures Supersampled Data Getting a static inset border requires creating a boundary of supersampled data around the inset. This means creating texel data for the insetted levels that is deliberately made as blurry as the surrounding base level. This border of blurry data must be at least as wide as the clip region to ensure a smooth transition. Inset Supersampled boundary Coarse level Figure 10-13 Supersampled Inset Boundary How does this work? When the clip region crosses an inset border, it starts to cover the boundary region. Since the boundary region has the same levels filled in as the inset region, DTR still sees complete data up to the same finer level. The texel data of the border has been blurred, however, so it looks like the coarser base level. This allows a hard transition between the finer inset data and the surrounding coarse data. Since DTR still sees complete levels, as you move away from the inset, it doesn’t suddenly blur. Since the boundary data is at least as wide as the clip region, the inset boundary has moved out of the clip region before the clip region hits the far edge of the boundary region. At this point, DTR blurs down to the coarser base level, since the finer data is no longer incomplete, but there is no visual change, since the boundary texels were blurry already. Note: Supersampled borders do not guarantee a seamless transition between insets and their surroundings, only that the inset region does not suddenly blur or sharpen as the clip region crosses the inset border. Seamless transitions only happen if the application is careful to get far enough from the clipmapped terrain to already be using the coarse levels before crossing the inset border. 364 Using Cliptextures Multiple Insets Insets do not have to be any particular size or shape, although they are usually multiples of the tile size, and at least as big as the clip region so they can be viewed without a seam of bluriness. Typically, insets are designed so when the application is close enough to view the finer inset levels, the clip region is already completely enclosed by the inset region. Keep in mind that insets are not the same size on each level, since texels from coarser levels cover more geometry. If an inset isn’t a multiple of the tile size at a given level, the tile has to be partially inset data, and partially supersampled data, or all fine data, since DTR does not work with partial tiles. Estimating Cliptexture Memory Usage Because cliptextures are a voracious consumer of system and texture memory, it is important to accurately predict the system resources required to run a cliptexture application. It is better to customize your application than to rely on the cliptexture auto resizing feature, since auto-resizing doesn’t take into account multiple cliptextures or pfTextures in your application. Cliptextures use both system memory (texel caching, read queue elements as well object overhead) and texture memory. The following estimation ignores the smaller contributors to system memory overhead and concentrates on image cache consumption of system memory for mem regions and tex regions in texture memory. System Memory Estimation The following values are required to estimate system memory requirements: • Size of clipmap level 0 • Clip size (in texels) • Tile size (in texels; assuming tile size is the same for all levels) • Texel size in bytes • Whether the tiles have high disk latency 365 Chapter 10: ClipTextures Given these values, compute the estimate for system memory requirements using the following procedure: 1. Round up clip size to even multiple of tile size in each dimension. 2. Divide each dimension by tile size in that dimension. 3. Add 2 tiles to each dimension for a tile boundary of 1. If there is high latency downloading, such as reading tiles Over the network, or decompressing tiles, add 4 tiles per dimension, giving a tile boundary of 2. You now have the number of tiles in each dimension per clipped level. 4. Multiply each tile number in each dimension by the corresponding tile size in that dimension. You now have the number of texels in each dimension. 5. Multiply the texel dimensions together. 6. Scale by the size of each texel. 7. Add in the fixed cost of image cache structs. You now have the system memory cost in bytes for each clipped level. 8. Treat each level bigger than clip size as clipped. Add 4/3rds of the clip size scaled by the texel size for the pyramid levels. This estimate is a bit too conservative, since the lowest clipped levels may exceed the entire level size with a border of 2 tiles. It is a function of tile size and clip size. 9. Scale the clipped level size by the number of clipped levels. Example Estimating System Memory Requirements The example uses the following values in its estimation: • 2M top level • 1K clip size • 512 Tile Size (everything square) • 1 byte texel size (LMV example) Example 10-1 estimates system memory requirements using the preceding procedure. 366 Using Cliptextures Example 10-1 1. Estimating System Memory Requirements No-op: 1K, 1K (for both s and t). 2. 1K/512 = 2, 2 (for both s and t). 3. 2+4 = 6, 6 (for both s and t; high latency on tile download) 4. 6 * 512 = 3K, 3K (for both s and t) 5. 3K * 3K = 9M 6. 9M * 1 = 9M 7. 9M * 10 = 90M (for 2M -> 4K levels) + 2M (for 2K level) = 92M 8. 4/3 * 1K * 1K= 1.3M 9. Total Size 92M + 1.3M = 93.3M Texture Memory Estimation The following values are required to estimate texture memory requirements: • Clip size (in texels). • Whether the clipmap is virtual or non-virtual. • Number of levels in use (if less than 16). Given these values, you can compute the estimate for texture memory requirements using one of the following guidelines: • If the clipmap is virtual, multiply the number of levels by the square of the clip size. • If the clipmap is non-virtual: 1. Multiply the number of levels bigger than the clip size by the square of the clip size. 2. Add 4/3 times the clip size squared. There is, however, a further complication involved in accurately estimating texture memory requirements. 367 Chapter 10: ClipTextures Texture Memory Usage: A Further Complication InfiniteReality rendering boards come with either 16 or 64 megabytes of texture memory. Unfortunately, you ca not just use the texture memory any way you want. The texture memory is divided into two equal banks. Each adjacent mipmap level clipmapped or not, must be placed in opposite banks. This ends up restricting the amount of texture memory available for clipmapping. A further restriction is that texture formats can take up 16 bits or 32 bits of data per texel, but nothing in-between. This means an 888 RGB format takes up 32 bits per texel, just like an 8888 RGBA format. To give you an example of this restriction, consider an example using RGB texel data, 8 bits per component, and a clip size of 2048 by 2048. The largest level is 8K by 8K. The system has an RM board with 64M of texture memory, so it would seem that there is plenty room, but the following calculation shows otherwise: 1. The cliptexture’s non-virtual, so the total texture memory requirement is the clip size times the number of clipped levels plus 4/3 of the pyramid: 2. 4K, 4K levels are clipped to 2K X 2K: RGB, 8 bits per channel 4 bytes (not 3!) per texel times 2K X 2K = 4M of texels per level; 3. 6M of texture memory per clipped level 4. So that’s 32M of texture memory 5. 2K and below is the pyramid, so 4/3 of 16M = 21-1/3M 6. Total is 53-1/3M of texture memory. Unfortunately, the texture does not fit into texture memory because: 1. 64M of texture memory means two 32M banks. 2. Each level must be in the opposite 32M bank. 3. Consequently, 8K level becomes 16M in bank 0 (16M left). 4. At the 4K level, 16M goes into bank 1 (16M left). 5. At the 2K level, 16M goes into bank 0 (0M left). 6. At the 1K level, 8M goes into bank 1 (8M left). 7. At the 512 level, there is no room in bank 0!! 368 Using Cliptextures The best you could do is to have only 1 clipped level, as follows: 1. At the 4K level,16M goes into bank 0 (16M left). 2. At the 2K level, 16M goes into bank 1 (16M left). 3. At the 1K level, 8M goes into bank 0 (8M left). 4. At the 512 level, 4M goes into bank 1 (12M left). 5. At the 256 level, 2M goes into bank 0 (6M left); and so on. Probably a better solution would be to use the 5551 format RGBA texels, which only use 16 bits per texel, allowing more levels, as follows: 1. At the 32K level, 8M goes into bank 0 (24M left). 2. At the 16K level, 8M goes into bank 1 (24M left). 3. At the 8K level, 8M goes into bank 0 (16M left). 4. At the 4K level, 8M goes into bank 1 (16M left). 5. At the 2K level, 8M goes into bank 0 (8M left). 6. At the 1K level, 4M goes into bank 1 (12M left). 7. At the 512 level, 2M goes into bank 0 (6M left). 8. At the 256 level, 1M goes into bank 1 (11M left); and so on. You can get a lot more mileage out of smaller texel formats than less levels. This becomes even more true for RMs with only 16M of texture memory. Using Cliptextures in Multipipe Applications IRIS Performer provides good support for multipipe cliptextures, allowing applications to ignore many of the differences between single pipe and multi-pipe operations. The primary issue in multi-pipe applications is knowing when to make master/slave cliptextures, what parameters should be shared, and when and how to create separate centers in different master and slave cliptextures. 369 Chapter 10: ClipTextures When to Make Master/Slave Cliptexture Groups When it’s possible, it is desirable to make master/slave cliptexture groups in multipipe applications. Master/slave groups share the same mem regions and disk access bandwidth, reducing the load on the system. Masters and slave can also take advantage of sharegroups, automating some of the work of synchronizing slave cliptextures with their masters. Master and slave cliptextures don’t work when the different cliptextures represent different textures. Separate cliptextures must be created for each texture that has to be displayed. Another condition that prevents using master/slave cliptexture groups is when the center for the cliptexture in each pipe is completely independent. Master and slave cliptextures assume that the tex region for each cliptexture is always completely enclosed by the shared mem region. If that assumption is violated, the cliptexture data will be invalid for the parts of the tex region outside of the shared mem region, and the cilptextures will print error messages. Slave Cliptextures with Offset Centers There is no reason for the slave cliptextures to have the same centers as the master, as long as the tex regions always stay within the mem region. Sometimes it is desirable for an application to have views with slightly different viewpoints for each pipe. This can be done by turning of clipcenter sharing, and having the application set a slave’s center directly. The application is responsible for keeping the tex region inside the master’s mem region at all times. The position of the master’s center determines the groups mem region, so the master’s center can not be offset from the center of the mem region. Tex region Mem region Offset tex region Offset tex region Ma ste r Sla ve Sla ve Figure 10-14 370 Offset Slave Tex Regions Using Cliptextures Virtualizing Cliptextures Virtual cliptextures are one of the most challenging features to use in an IRIS Performer application. Cliptextures themselves are challenging enough, since they tie together functionality in the scene graph, pfPipes and pfChannels. Virtual cliptextures add an additional level of complication, since they require that the application segment the terrain, estimate the texture LOD levels needed for each terrain segment based on the current eyepoint, and update the virtual cliptexture parameters appropriately. Some tips to consider when working with virtual cliptextures: • Get your application working with a non-virtual cliptexture first. It’s hard to separate virtual cliptexture problems form basic cliptexture configuration problems (which are usually easier to fix). • Start off with a single segment and as little complexity in the application as possible, then get that working. It makes debugging much simpler. • When in doubt, print it out. For debugging purposes, a well placed set of pfNotify() statements can be really helpful. It’s also useful to set up a canonical scene, where you know what parameters should be generated, then compare them against what the program does. • Take maximum advantage of sample code and utilities. Try to re-use some of the example code provided by IRIS Performer. Using (or just reading) through the loaders, example programs, and utilities listed in this section “Cliptexture Sample Code” on page 373 can save you hours of work. Customizing Load Control Setting texload time, multiple cliptexture load control, normally, bandwidth from disk to system memory is optimized by image cache configuration. You can use the streams feature in image cache configuration files to maximize bandwidth by configuring the system with as more disks and disk controllers, and copying the texture data files over multiple disks. By using the streams feature in image cache configuration files, you can then parallelize the disk downloads over separate disks and disk controllers. You can also stripe disks to increase disk download bandwidth. 371 Chapter 10: ClipTextures Texture memory bandwidth is more a matter of careful rationing of DRAW process time each frame. You will have to ration between sending geometry and texture data to the graphics pipeline. You can adjust the cliptexture’s texload time to minimize idle time in the draw process. DTR computes texture download time using a cost table to estimate what the download updates will cost each frame. It’s a good estimate, but not a perfect one. You may have to build in some time margin in the DRAW process to avoid dropping frames. Download time setting can be as simple as finding the minimum time that still allows the cliptexture to completely sharpened when the clipcenter is stationary. If the texload time is too small, a cliptexture can get “stuck” and never sharpen beyond a given level. Sophisticated users might consider adjusting the invalid border as well, which will change the effective clip size of the cliptexture. This could be used to allow a new level to be gradually loaded over a number of frames; trading off a finer visible level against a smaller effective clip region. Custom Read Functions Custom read functions allow the application to control what happens when texture data is downloaded from disk. Operations include: texture data decompression, texture data image processing, signaling an update of a disk cache from tape, etc. As described in the API section, replacing the read function is fairly easy to do in IRIS Performer. One caveat: increasing the overhead of read functions can have undesirable consequences. The latency of read operations determines the minimum size of the image cache mem regions, since they need to lookahead to compensate for high latency reads. Low bandwidth read operations effect how fast the center can move before DTR must blur down to coarser levels. One way around these problems is to implement a lookahead disk cache. Rather than have the read function decompress files, have it read files from a cache of files that have already been decompressed by an asynchronous process. The read function can signal the other process to decompress more files as it gets close to the edge of the cache. Texture data image processing, since it is relatively fast compared to disk reads, usually doesn’t require such elaborate measures. Changing the read function can be done in conjunction with modifying the image cache mem region data to ensure that all data read from disk is processed. A good example of this technique is the gridify feature, described in “Invalidating Cliptextures” on page 353. 372 Using Cliptextures Cliptexture Sample Code The best way to learn to use cliptextures is to work from existing code. IRIS Performer has a number of demo programs, test programs, loader code, and utilities, with different levels of sophistication: Test and Demo Programs • /usr/share/Performer/src/pguide/libpr/C/icache.c - a simple libpr-style program that uses an image cache and the texture transform matrix to scroll texture across a polygon. • /usr/share/Performer/src/pguide/libpr/C/icache_mwin.c - This program is a multiwindow version of icache; it uses master and slave image caches. Note that the tex regions of the slaves image caches are offset from the master. • /usr/share/Performer/src/pguide/libpr/C/cliptex.c - a simple libpr-style program that uses a cliptexture to display a bird’s eye view of data. On a system that supports cliptexturing, it moves the clipcenter, allowing the user to see the rectangle of texture resolution move as the center translates between opposite diagonals. • /usr/share/Performer/src/pguide/libpr/C/cliptex_mwin.c - This is a multiwindow version of cliptex. It uses master and slave cliptextures. • /usr/share/Performer/src/pguide/libpf/C/cliptex.c - This is a libpf implementation using cliptextures. Rather than use clipcenter nodes, it uses a simple centering mechanism based on the x and y coordinates of the channel’s viewpoint. • /usr/share/Performer/src/pguide/libpf/C/virtcliptex.c - This is the virtual cliptexture version of the cliptex program. It will take any size cliptexture and virtualize it. It divides a flat terrain in the x,y plane into a rectangular grid, attaching geodes with callbacks to each grid square. The callback calculates the virtual cliptexture parameters and applies them. IRIS Performer Cliptexture Applications • /usr/share/Performer/src/app/sample/C/perfly.c - This sample application supports cliptextured scene graphs. It assumes that the loaders will do the basic configuration, but it does the post loading cliptexture configuration, creating pfMPClipTextures and attaching them to pipes. It assumes that clipcenter nodes are in the scenegraph, and that they will do the centering work. Pressing g will toggle the gridify feature. • /usr/share/Performer/src/app/sample/C/clipfly.c - This is the cliptexture version of the perfly sample application. It contains extra interface sliders and buttons that allow you to control many more cliptexture parameters. 373 Chapter 10: ClipTextures Loaders that Support Cliptextures • /usr/share/Performer/src/lib/libpfdb/libpfim/pfim.c - This is the IRIS Performer example loader. It contains simple tokens to create clipcenter nodes and cliptextures. It is a good starting point for cliptexture configuration in the loader. • /usr/share/Performer/src/lib/libpfdb/libpfct/pfct.C - This is a more sophisticated cliptexture sample loader. It automatically creates some simple cliptextured geometry, and supports virtual cliptextures, providing the geometry segmentation and scene graph callbacks. • /usr/share/Performer/src/lib/libpfdb/libpfvct/pfvct.C - This is a very simple pseudo-loader that will adjust a cliptextures parameters so it can be used as a virtual cliptexture, even if its dimensions are smaller than 32K by 32K. • /usr/share/Performer/src/lib/libpfspherepatch/pfspherepatch.C - this is a cliptexture loader designed to apply a cliptexture to a sphere. It is a good example of a specific cliptexture application. Cliptexture Utility Code 374 • /usr/share/Performer/src/lib/libpfutil/gridify.C - the gridify functionality illustrates techniques for dynamically modifying cliptexture data, and illustrates how to replace the cliptexture’s read function. • /usr/share/Performer/src/lib/libpfutil/trav.c - the function pfuFindClipTextures illustrates how to traverse the scenegraph to find cliptextures. • /usr/share/Performer/src/lib/libpfutil/pfuClipCenterNode.C - this code defines the clipcenter node, and contains example code for creating customized clipcenters by subclassing. • /usr/share/Performer/src/lib/libpfutil/clipcenter.c - the pfuProcessClipCenters() and pfuProcessClipCentersWithChannel() functions illustrate how to use clipcenters in an application. • /usr/share/Performer/src/lib/libpfutil/cliptexture.c - the pfuAddMPClipTextureToPipes() and pfuAddMPClipTexturesToPipes() functions illustrate how to work with cliptextures and pipes. Chapter 11 “Windows” This chapter describes how to create, configure, manipulate, and communicate with a window in Performer. Chapter 11 11. Windows Rendering to the graphics hardware requires a window. A window is an allocated area of the screen with associated framebuffer resources. The X window system manages the use of shared resources amongst the different windows. Windows can be requested directly from an X window server. With a bit of interfacing, both IRIS GL and OpenGL graphics contexts can render into X windows. This chapter describes how to create, configure, manipulate, and communicate with a window using pfWindow in IRIS Performer. The extended libpf object pfPipeWindow, based on pfWindow, is also mentioned in this chapter as the two objects share much functionality. Likewise, for good understanding of windowing issues, the next chapter, Chapter 12, “pfPipeWindows and pfPipeVideoChannels,” should also be read. pfWindows for both OpenGL and IRIS GL An X window with an OpenGL graphics context is called an OpenGL/X window. An X window with an IRIS GL graphics context is called a mixed model IRIS GL (GLX) window. IRIS GL supports a third option: pure IRIS GL windows. Pure IRIS GL windows are convenient and flexible for rendering purposes but can not be used as X windows in X applications. If, for example, you want to put your rendering window inside a larger Motif® window, you will need an X window. Libpr provides utilities to shield you from the differences between the different types of windows and guide you in your dealings with the window system. Applications that use the IRIS Performer window utilities can be completely portable between IRIS GL and OpenGL and sill have the option of using pure IRIS GL windows if desired when running in IRIS GL. You’ll be able to use your windows in X applications, or direct your rendering to a pre-created window. The libpr windowing support centers around the pfWindow. The libpf windowing support is based on pfWindow and uses a pfPipeWindow. 377 Chapter 11: Windows pfWindows are structures for managing any of the different kinds of windows and associated pfState. pfWindows provide an efficient windowing interface between your application and the window system. pfWindows shield you from the functional and performance differences between the different graphics libraries and the different window system interfaces and allow you to configure, manipulate, and query IRIS GL, IRIS GL mixed model (GLX), and OpenGL/X windows through a GL and window system independent interface. pfWindows also keep track of your graphics state: they include a pfState which is automatically initialized when you open a window, and switched for you when you change windows. IRIS Performer automatically configures and initializes your window so that it will be ready to start rendering efficiently. In the simplest case, pfWindows make creating a graphics application that can run on any Silicon Graphics machine with IRIS GL or OpenGL a snap. pfWindows do not limit your ability to configure any part or all of your windowing environment yourself; you can use the libpr pfWindows to manage your GL windows even if you create and configure the actual windows yourself. Creating a pfWindow A pfWindow structure is created with pfNewWin(). It can then be immediately opened with pfOpenWin(). Example 11-1 shows the most basic pfWindow operations in libpr program: to open and clear a pfWindow and swap front and back color buffers. Example 11-1 Opening a pfWindow int main (void) { pfWindow *win; /* Initialize Performer */ pfInit(); pfInitState(NULL); /* Create and open a Window */ win = pfNewWin(NULL); pfWinName(win, “Hello from IRIS Performer”); pfOpenWin(); /* Rendering loop */ while (1) { /* Clear to black and max depth */ 378 Creating a pfWindow pfClear(PFCL_COLOR | PFCL_DEPTH, NULL); ... pfSwapWinBuffers(win); } } The pfWindow in Example 11-1 will have the following configuration: Window system interface OpenGL windows will be an X window using the OpenGL/X interface. IRIS GL windows will be pure IRIS GL. Screen: The pfWindow will open a window on the screen specified by the DISPLAY environment variable, or else on screen 0. Position and size: The position and size will be undefined and the window will come up as a rubber-bend for the user to place and stretch. Framebuffer configuration: The window will be doublebuffered RGBA with depth and stencil buffers allocated. The size of these buffers will depend on the available resources of the current graphics hardware platform. GLX and OpenGL/X windows will also have multisample buffers allocated if they are available on current hardware platform. Libpr state: A pfState will be created and initialized with all modes disabled and no attributes set. Graphics state: The pfWindow will be in RGBA color mode with subpixel vertex positioning, depth testing and viewport clipping enabled. The Viewing projection will be a two-dimensional one-one orthographic mapping from eye coordinates to window coordinates with distances to near and far clipping planes -1 and 1, respectively. The model matrix will be the current matrix and will be initialized to the identity matrix. Typically, pfWindows go through a bit more initialization than that of Example 11-1. The type of pfWindow type, set with pfWinType() is a bitmask that selects the window system interface and the type of rendering window. The default window type is a normal graphics rendering window and is pure IRIS GL under IRIS GL operation and X under OpenGL. operation. Table 11-1 lists the possible selectors that can be OR-ed together for specification of the window type. 379 Chapter 11: Windows Table 11-1 PFWIN_TYPE_ Bitmask Token pfWinType() Tokens Description X Window will be an X window, as opposed to a pure IRIS GL window. This only has effect under IRIS GL operation. STATS Window will have framebuffer resources to accommodate hardware statistics modes. This type cannot be combined with PFWIN_TYPE_OVERLAY or PFWIN_TYPE_NOPORT. OVERLAY Window will have only overlay planes for rendering. This type cannot be combined with PFWIN_TYPE_STATS or PFWIN_TYPE_NOPORT. NOPORT Window will have a graphics context but no physical window or graphics or framebuffer rendering resources and will not be placed on the screen. This token can not be used in combination with any other type token. PBUFFER The pfWindow drawable will be created as a pbuffer and will not be visible. UNMANAGED Other than select upon open, no unrequested window management operations are done on automatically on the pfWindow. The selection of screen can be done explicitly with pfWinScreen(), or implicitly by opening a connection to the window system using pfOpenScreen() with the desired screen as the default screen. A window system connection can communicate with any screen on the system; the default screen only determines the screen for windows that do not have a screen explicitly set for them. Only one window system connection should be opened for a process. See “Communicating with the Window System” later in this section for details on efficient interaction with the window system. The position and/or size, is set with pfWinOriginSize(). If the x and y components of the origin are (-1), the window will open with position undefined for the user to place. If the x or y components of the size are (-1), the window will open with both position and size undefined (the default) for the user to place and stretch. The X window manager may override negative origins and place the window at (0,0). If the window is already opened when pfWinOriginSize() is called, the window will be reconfigured to the specified origin and size upon the next pfSelectWin(). Similarly, pfWinFullScreen() will cause a window to open as full screen or to become full screen upon the next call to pfSelectWin(). A full screen window will have its border automatically removed so that the drawing area truly gets the full rendering surface. The routines for querying the 380 Configuring the Framebuffer of a pfWindow position and size work a bit differently than the pattern established by the rest of libpr get and set pairs of routines. This is because a user may change the origin or size independently of the program and under certain conditions, querying the true current X window size and origin can be expensive. pfGetWinOrigin() and pfGetWinSize() will always be fast and will return the last explicitly set origin and size, such as by pfOpenWin(), pfWinOriginSize(), or pfWinFullScreen(). If the window origin or size has been changed, but not through a pfWindow routine, the values returned by pfGetWinOrigin() and pfGetWinSize() may not be correct. pfGetWinCurOriginSize() will return an accurate size and origin relative to the pfWindow parent. For pure IRIS GL windows, this will also be reasonably fast; however, for X windows, it will be expensive and should not be done in real-time situations. The parent of an IRIS GL window is always the screen, but not so with X windows. pfGetWinCurScreenOriginSize() will return the size and the screen-relative origin of the pfWindow. If the pfWindow is an X window, this command will be quite expensive and is not recommended accept for rare use or initialization purposes. pfPipeWindows, discussed in Chapter 12, “pfPipeWindows and pfPipeVideoChannels,” take advantage of the multiprocessed libpf environment to always be able to return an accurate window size and origin relative to the window parent. However, even for pfPipeWindows, getting a screen-relative origin can be an expensive operation. Hint: Users are strongly encouraged to write programs that are window-relative and do not depend on knowing the current exact location of a window relative to its parent or screen. Configuring the Framebuffer of a pfWindow IRIS Performer provides a default framebuffer configurations for the current graphics hardware platform for the standard window types: normal rendering, statistics (stats), and overlay. You may want to define your own framebuffer configuration, such as single-buffered, stereo, etc. You can use utilities in libpr to help you with this task, or create your own framebuffer configuration structure with X utilities, or even create the window yourself and apply it to the pfWindow. pfOpenWin() will respect any specified framebuffer configuration. Additionally, pfOpenWin() uses any window or graphics context that is assigned to it and only creates what is undefined. 381 Chapter 11: Windows pfWinFBConfigAttrs() can be used to specify an array of framebuffer attribute tokens listed in Table 11-2. The tokens are exactly like the OpenGL/X tokens and the same attribute list can be used for all window types: pure IRIS GL, mixed model IRIS GL, and OpenGL/X windows. Note that if an attribute array is specified, the tokens modify configuration with no attributes set, not the default IRIS Performer framebuffer configuration. Table 11-2 pfWinFBConfigAttrs() Tokens PFFB_ Token Value Description BUFFER_SIZE integer > 0 The size of the color index buffer LEVEL integer > 0 The color plane level: normal color planes have level = 0 overlay color planes have level > 0 underlay color planes have level < 0 There may be only one or no levels for overlay and underlay color planes on some graphics hardware configurations. 382 RGBA Boolean: true if present Use RGBA color planes (instead of color index) DOUBLEBUFFER Boolean: true if present Use double-buffered color buffers STEREO Boolean: true if present Allocate left and right stereo color buffers (allocates back left and back right if DOUBLEBUFFER is specified. AUX_BUFFER integer > 0 Number of additional color buffers to allocate RED_SIZE GREEN_SIZE BLUE_SIZE ALPHA_SIZE integer > 0 Minimum number of bits color for components R, G, and B will all be the same and be the maximum specified. Alpha may be different. DEPTH_SIZE integer > 0 Number of bits in the depth buffer STENCIL integer > 0 Number of bits allocated for stencil. One is used by pfDecal rendering and three or four are used by the hardware fill statistics in pfStats. Configuring the Framebuffer of a pfWindow Table 11-2 (continued) pfWinFBConfigAttrs() Tokens PFFB_ Token Value Description ACCUM_RED_SIZE ACCUM_GREEN_SIZE ACCUM_BLUE_SIZE ACCUM_ALPHA_SIZE integer > 0 Number of bits per RGBA component for the accumulation color buffer. USE_GL Boolean: true if present Accepted for compatibility with X routines. Has no effect. If you desire more control over the exact framebuffer configuration of your pfWindow, you have several options. For pure IRIS GL windows you can make GL framebuffer configuration calls, such as RGBsize(), zbsize(), and mssize(), directly. You can tell IRIS Performer to not do any window configuration by setting an empty attribute array. For X windows you can provide the appropriate framebuffer description for the current GL operation to the pfWindow using pfWinFBConfig(). X uses visuals to describe available framebuffer configurations. XVisualInfo pointer with XGetVisualInfo() will return a list of all visuals on the system and you can search through them to find the appropriate configuration. OpenGL/X also uses GLXFBConfigSGIX to describe framebuffer configurations. You can select either the visual or the GLXFBConfigSGIX for your window and set it on the pfWindow with pfWinFBConfig(). pfGetWinFBConfig() will always return the corresponding X visual. libpr also offers utilities for creating framebuffer configurations (pfFBConfig) independently of a pfWindow. pfChooseFBConfig() takes an attribute array of tokens from Table 11-2 and will return a pfFBConfig structure that can be used with your pfWindows, or with X Windows created outside of libpr, such as with Motif. You may get back a framebuffer configuration that is better than the one you requested. IRIS Performer will give you back the maximum framebuffer configuration that meets your request that will not add any serious performance degradations. There are specific machine dependent instances where when possible, for performance reasons, we do limit the framebuffer configuration. See the pfChooseWinFBConfig() reference page for the specific details. The libpfutil utility pfuChooseFBConfig() in /usr/share/Performer/src/lib/libpfutil/xwin.c provides a limiting framebuffer configuration chooser, complete with source code. You can use pfQuerySys() to query particular framebuffer resources in the current hardware configuration and then use pfQueryWin() to query your resulting framebuffer configuration. 383 Chapter 11: Windows There is a special utility for supporting mixed model IRIS GL (GLX) windows. GLX windows use a special attribute array returned by GLXgetconfig() and expected by GLXlink() for creating a framebuffer configuration and graphics window. You can set and get this special GL-dependent attribute array with pfWinFBConfigData() and pfGetWinFBConfigData(), respectively. This configuration array is useful for hooking up GLX windows with X windows from other toolkits or with Motif. Under OpenGL operation, pfWinFBConfigData() just expects a configuration attribute array appropriate for glXChooseVisual() or pfChooseWinFBConfig(). pfWindows and GL Windows Advanced libpr allows you direct access to the GL and X window handles, or to create your own windows and set them on the pfWindow. You can create your own windows (and/or in the case of OpenGL/X, graphics contexts) and set them on the pfWindow. You can then call pfOpenWin() to make sure everything is hooked up correctly, apply any specified origin and size, and to initialize your IRIS Performer state. Under pure IRIS GL operation, a window and a graphics context are the same thing. A pure IRIS GL window is created with the winopen() command and can be assigned to the pfWindow with pfWinWSDrawable(), or pfWinGLCxt(). pfOpenWin() will automatically call pfInitGfx() and will automatically create a new pfState for your window. If you have your own window management and do not call pfOpenWin() then you should definitely call pfInitGfx() to initialize the window’s graphics state for IRIS Performer rendering and you will also need to call pfNewState() to create a pfState for IRIS Performer’s state management. For X windows, IRIS Performer maintains two windows and a graphics context. The top level X window is the one that placed on the screen and is the one that you should use in your application for selecting X events. This top level window is very lightweight and has minimal resources allocated to it. IRIS Performer then maintains a separate X window that is a child of the parent X window and is the one that is attached to the graphics context. This allows you to select different framebuffer resources for the same drawing area by just selecting a different graphics window and graphics context pair for the parent X window. pfWindows directly support this functionality and this is discussed in the next section, “Manipulating a pfWindow“. Finally, with OpenGL, you may choose to draw to a different X Drawable than a window. X windows are created with the X function XCreateWindow(). Mixed model IRIS GL windows have an X window serve as both the graphics drawable and the GL context. OpenGL graphics contexts are created 384 Manipulating a pfWindow with glXCreateContext(). The parent X Window can be set with pfWinWSWindow(), the graphics window or X Drawable is set with pfWinWSDrawable(), and can be an X window, pbuffer, or pixmap. The graphics context is set with pfWinGLCxt(). For compatibility between GLs, IRIS Performer defines the following GL and Window System independent types defined in Table 11-3 If you create your own window but want to use pfQueryWin() you must also provide the framebuffer configuration information with pfWinFBConfig() and pfWinFBConfigData() for OpenGL and GLX respectively. pfQueryWin() uses the internally stored visual, and in the case of GLX, the attribute array given to the GLX call GLXlink(). Table 11-3 Window System Types pfWS Type X Type pfWindow Set/Get Routine pfWSWindow X Window pfWinWSWindow() pfGetWinWSWindow() pfWSDrawable Drawable (window, pbuffer, pixmap) pfWinWSDrawable() pfGetWinWSDrawable() pfGLContext IRIS GL: int OpenGL: pfWinGLCxt() pfGetWinGLCxt() GLXContext pfFBConfig XVisualInfo* or GLXFBConfigSGIX* pfWinFBConfig() pfGetWinFBConfig() pfWSConnection Display* pfGetCurWSConnection() Manipulating a pfWindow Windows are opened with pfOpenWin() and closed with pfCloseWin(). When a window is closed, its graphics context is deleted. If you have multiple windows, you select the window to draw to with pfSelectWin(). Multiple windows can be made more efficient using share groups configured with pfWinShare() to share hardware resources. Multiple windows can be made to have swapbuffers execute simultaneously through window swap groups created with pfAttachWinSwapGroup(). There are also some additional modes on pfWindows to control their behavior under various operations. This section goes through the basics of these important features. 385 Chapter 11: Windows There are some modes you can set that can effect the general look and behavior of your window and alternate configuration windows. These boolean modes can be individually set and changed at any time with pfWinMode() and the tokens in Table 11-4. Table 11-4 386 pfWinMode() Tokens PFWIN_ Token Description NOBORDER Window will be without normal window system border HAS_OVERLAY Overlay alternate configuration window will be managed by the pfWindow. pfOpenWin() will automatically create an overlay window if one has not already been set. pfWinIndex(win, PFWIN_OVERLAY_WIN) will also automatically create and open an overlay window if one has not already been set. This mode only has effect for X windows. HAS_STATS Statistics alternate configuration window will be managed by the pfWindow. pfOpenWin() will automatically create a statistics window if one has not already been set. pfWinIndex(win, PFWIN_OVERLAY_WIN) will also automatically create and open a statistics window if one has not already been set and if the current window cannot support statistics.This mode only has effect for X windows. AUTO_RESIZE The graphics window and active alternate configuration windows are automatically resized to match the parent pfWinWSWindow(). This mode is enabled by default and only has effect for X windows. ORIGIN_LL The origin of the pfWindow, for placement purposes, will be the lower-left corner. X uses the upper left corner as the origin and pure IRIS GL uses the lower-level. This mode is enabled by default. EXIT The application will receive a DeleteWindow message upon selection of the “Exit” from the window system menu on the window border. This mode only has effect for X windows. Manipulating a pfWindow Alternate Framebuffer Configuration Windows IRIS Performer supports multiple framebuffer configurations for the same drawing area in a GL independent fashion with alternate configuration windows. An IRIS Performer alternate configuration window has the same window parent (pfWinWSWindow()) but may have a different drawable and graphics context. There are standard alternate configuration windows for overlay and statistics windows that can be automatically created upon demand. For pure IRIS GL, alternate configuration windows must have their graphics context be the same as the base window. The rest of this section assumes the use of X windows in either GLX or OpenGL/X. An alternate configuration window is created as a full pfWindow and is an alternate configuration window by virtue of being given to a base window in a pfList of alternate configuration windows, or being directly assigned as one of the standard alternate configuration windows with either of pfWinOverlayWin() or pfWinStatsWin(). A pfWindow may be an alternate configuration window of only one base window at a time; alternate configuration windows may not be instanced between base windows. The sharing of window attributes between alternate configuration windows, such as the parent X window and GL objects (for OpenGL windows), must be set with pfWinShare() on the base window and applied to the alternate configuration windows with pfAttachWin(). You select the desired alternate configuration window to draw into with pfWinIndex() and provide an index into your alternate configuration window list or one of the standard indices (PFWIN_GFX_WIN, PFWIN_OVERLAY_WIN, or PFWIN_STATS_WIN). PFWIN_GFX_WIN is the default window index and selects the base window. If the alternate configuration window has not been opened, it will be opened automatically upon being selected for rendering. Example 11-2 demonstrates creating a pfWindow using the default overlay window. The graphics drawable and graphics context of an alternate configuration window of a pfWindow can be closed with pfCloseWinGL(). This can be called on the base window, in which case the active alternate configuration window’s GL window and context will be closed, or it can be called on the alternate configuration window pfWindow directly. The main parent window will remain on the screen and a new alternate configuration window can be applied to it or pfOpenWin() can be called to create a new graphics window and context. 387 Chapter 11: Windows Window Share Groups Multiple windows on a screen will require duplicate processing and resources unless they are set up as share groups. A pfWindow is attached to the group of another with pfAttachWin(groupWin, attachee). The attributes to be shared are set with pfWinShare() on any of the windows in the group. The full list of attributes are in the reference page for pfWindow (and similarly for pfPipeWindow) but most notably are PFWIN_SHARE_GL_CXT for using the same graphics context across multiple windows, PFWIN_SHARE_STATE for sharing full state information, and PFWIN_SHARE_GL_OBJS for sharing display lists and textures across windows. These specific share parameters are only supported by OpenGL/X operation. In particular, sharing GL objects is important if a display list (such as for fonts) are to be created for one context and used in multiple contexts. When default alternate configuration windows are automatically created (overlay and stats) they are configured to share GL objects with the base window. A libpf pfPipeWindow example of window share groups is in /usr/share/Performer/src/pguide/libpf/C/multiwin.c. Synchronization of Swapbuffers for Multiple Windows OpenGL pfWindows in window swap groups will have simultaneous hardware execution of swapbuffers. There is a similar mechanism for pfPipeWindows activated through pfChannel share groups sharing PFCHAN_SWAPBUFFERS_HW that supports both OpenGL and IRIS GL and is discussed in Chapter 2, “Setting Up the Display Environment.” A window swap group is created by attaching windows with pfAttachWinSwapGroup(groupWin, attachee). There is no global list maintained for the swap group and their status so you cannot get back a list of windows in the group. However, pfWinInSwapGroup() will return 1 if the specified window as been synchornized to a swap group and 0 otherwise. This synchronization configuration will actually take place upon a call to pfSelectWin() for the window. Windows of separate screens can be attached but this also requires a BNC cable (of any Ohms) to be attached to the swap ready connectors of the graphics pipelines. Detach from swap groups is not supported. GLX barriers are used for multipipeline synchronization. If necessary, you can have a pfWindow explicitly join a specific barrier group with pfWinSwapBarrier(). When windows of multiple screens are attached, the video vertical retrace of those screens should also be syncrhonized with genlock(7). 388 Communicating with the Window System Communicating with the Window System You can communicate with a local or remote window server by means of a window system connection, a pfWSConnection (in X, also known as a Display connection). You can use your pfWSConnection for selecting X events for your window, as is demonstrated in Example 11-4. Libpr offers several utilities for creating a connection to a window server. A given connection can communicate with any screen managed by that window server so usually a process only needs one connection. A process should not share the connection of another process, so you will need a connection per process. Typically, there is exactly one window server on a machine but that is not required. Libpr maintains a pfWSConnection for the current process. By default, this connection obeys the setting of the DISPLAY environment variable which can point to a window server on a local or a remote machine. The current connection can be requested with pfGetCurWSConnection(), and can be set with pfSelectWSConnection(). It is recommended that whenever possible, this connection be used to limit the total number of open connections. pfOpenScreen() is a convenient mechanism for opening a connection with a specified default screen. pfOpenWSConnection() allows you to specify the exact name specifying the desired target for the connection. Both pfOpenScreen() and pfOpenWSConnection() allow you to specify if you would like the new connection to automatically be made the current libpr pfWSConnection; this is recommended. More pfWindow Examples Example 11-2 demonstrates the creation of a window with a default overlay window. Example 11-2 Using the Default Overlay Window int main (void) { pfWindow *win, *over; /* Initialize Performer */ pfInit(); pfInitState(NULL); /* Initialize the window. */ win = pfNewWin(NULL); pfWinOriginSize(win, 100, 100, 500, 500); pfWinName(win, “Iris Performer”); pfWinType(win, PFWIN_TYPE_X); 389 Chapter 11: Windows pfWinMode(win, PFWIN_HAS_OVERLAY, 1); pfOpenWin(win); /* First select and draw into the overlay window */ pfWinIndex(win, PFWIN_OVERLAY_WIN); /* Select causes the index to be applied */ pfSelectWin(win); ... /* Then select the main gfx window */ pfWinIndex(win, PFWIN_GFX_WIN); pfSelectWin(win); ... } Example 11-3 demonstrates creating a custom overlay window and is taken from the sample program /usr/share/Performer/src/pguide/libpr/C/winfbconfig.c. Example 11-3 Creating a Custom Overlay Window static int OverlayAttrs[] = { PFFB_LEVEL, 1, /* Level 1 indicates overlay visual */ PFFB_BUFFER_SIZE, 8, None, }; int main (void) { pfWindow *win, *over; /* Initialize Performer */ pfInit(); pfInitState(NULL); /* Initialize the window. */ win = pfNewWin(NULL); pfWinOriginSize(win, 100, 100, 500, 500); pfWinName(win, “Iris Performer”); pfWinType(win, PFWIN_TYPE_X); pfWinMode(win, PFWIN_HAS_OVERLAY, 1); over = pfNewWin(NULL); pfWinName(over, “Iris Performer Overlay”); pfWinType(over, PFWIN_TYPE_X | PFWIN_TYPE_OVERLAY); /* See if we can get the desired overlay visual */ if (!(pfChooseWinFBConfig(over, OverlayAttrs))) pfNotify(PFNFY_NOTICE, PFNFY_PRINT, “pfChooseWinFBConfig failed for OVERLAY win”); 390 More pfWindow Examples pfOpenWin(win); /* First select and draw into the overlay window */ pfWinIndex(win, PFWIN_OVERLAY_WIN); /* Select causes the index to be applied */ pfSelectWin(win); ... /* Then select the main gfx window */ pfWinIndex(win, PFWIN_GFX_WIN); pfSelectWin(win); ... } Example 11-4 demonstrates the selection of X input events on a pfWindow. This example is taken from /usr/share/Performer/src/pguide/libpr/C/hlcube.c. See the /usr/share/Performer/src/pguide/libpf/C/complex.c sample program for a detailed example of using either GL or forked X input on pfWindows. Example 11-4 pfWindows and X Input pfWSConnection Dsp; void main (void) { pfWindow *win; pfWSWindow xwin; /* Initialize Performer */ pfInit(); pfInitState(NULL); /* Initialize the window. */ win = pfNewWin(NULL); pfWinOriginSize(win, 100, 100, 500, 500); pfWinName(win, “Iris Performer”); pfWinType(win, PFWIN_TYPE_X); pfOpenWin(win); ... /* set up X input event handling on pfWindow */ Dsp = pfGetCurWSConnection(); xwin = pfGetWinWSWindow(win); XSelectInput(Dsp, xwin, KeyPressMask ); XMapWindow(Dsp, xwin); XSync(Dsp,FALSE); ... do_events(win); 391 Chapter 11: Windows } static void do_events(pfWindow *win) { while (1) { while (XPending(dsp)) { XEvent event; XNextEvent(Dsp, &event); switch (event.type) { case KeyPress: .... } } } 392 Chapter 12 “pfPipeWindows and pfPipeVideoChannels” This chapter describes advanced topics in setting the display. Chapter 12 12. pfPipeWindows and pfPipeVideoChannels This chapter describes the additional windowing and video-channel based functionality provided by pfPipeWindows and pfPipeVideoChannels. These libpf objects, based on their libpr counterparts, pfWindows and pfVideoChannels, provide automatic configuration, multiprocessing, and extended functionality by being hooked together with pfChannels. Using pfPipeWindows IRIS Performer can automatically create and open a full screen window with a default configuration for your pfPipe. At the other extreme, you can create and configure your own windows and set them on a pfPipe. Your window may be OpenGL/X, pure IRIS GL, IRIS GLX (also known as mixed model). For all window types, there is a single interface for creating, configuring, and managing the windows. In all cases, the pfPipeWindow is the mechanism by which a pfPipe knows about and keeps track of the windows to which it is to render, the size of the render area, and the framebuffer configuration. pfPipes and pfChannels need this information for proper viewport and frustum management and for using rendering features like antialiasing, transparency for fade LOD, and layers for decal geometry that are all affected by framebuffer configuration. In the simplest case, IRIS Performer automatically creates a pfPipeWindow for the application and automatically open a full screen window upon the first call to pfFrame(). This trivial case is demonstrated in Example 12-1. Creating, Configuring and Opening pfPipeWindow In most cases, there are some window parameters, such as size and origin, that you will want to set. You may also have custom graphics state that you need to set to fully initialize your rendering window. This section describes the basics for setting up windows through the pfPipeWindow mechanism. 395 Chapter 12: pfPipeWindows and pfPipeVideoChannels A pfPipeWindow can be created for a pfPipe using pfNewPWin(pipe). If you create a pfPipeWindow, then you are responsible for explicitly opening it. The call to pfOpenPWin(pwin) from the application process will cause the next call to pfFrame() to trigger the opening of the pfPipeWindow in the draw process. A pfPipeWindow created in the application will be a rubber-band window of undefined size for the user to stretch out. This is in contrast to the full screen window that IRIS Performer creates on your behalf in the fully automatic case. To easily get a full screen window, you can use the pfPWinFullScreen() function. pfPWinOriginSize() can be used to set a fixed position and size for the window. The code in Example 12-1, placed in the application process, will create and open a window in the lower-left corner of the screen of size 500 pixels on each side. Example 12-1 Creating a pfPipeWindow main() { pfPipe *pipe; pfPipeWindow *pwin; pfInit(); .... pfConfig(); /* Create pfPipeWindow for pfPipe 0 */ pipe = pfGetPipe(0; pwin = pfNewPWin(pipe); /* Set the origin and size of the pfPipeWindow */ pfPWinOriginSize(pwin, 0, 0, 500, 500); /* Tell IRIS Performer that the pfPipeWindow is ready to * be opened */ pfOpenPWin(pwin); /* trigger the opening of the pfPipeWindow * in the draw process */ pfFrame(); ... while(!SimDone()) { ... } } 396 Using pfPipeWindows The pfPipeWindow is always physically opened in the draw process when processing the application frame that requested the window to be opened. When both the cull and draw processes are running as separate processes, there might be a 2 frame delay (2 additional calls to pfFrame()) for the window do actually be opened. Additionally, if the draw is running as a separate process, the window won’t be opened right after pfFrame but some time in that following frame. If the pfPhase is such that the application process is allowed to spin ahead while the draw process does expensive initialization (anything but PFPHASE_FREE_RUN), the application process may execute many pfFrame() calls before the window is physically opened in the draw process. If in the application process you need to check on a result from opening the window, such as framebuffer configuration, you will want to do something that is in effect equivalent to the following: while (!pfIsPWinOpen(pwin)) pfFrame(); pfPipeWindows are actually built upon libpr pfWindows, but have added support for handling the multiprocessed environment of libpf applications and fit into the libpf display hierarchy of pfPipes, pfPipeWindows, and pfChannels. Additionally, pfPipeWindows support the multiprocessing environment of libpf by having a separate copy of each pfPipeWindow in each pipeline process. All of the “windowness” of pfPipeWindows really comes from the fact that there is a pfWindow internal to the pfPipeWindow. Many of the basic support routines, such pfPWinFullScreen() and pfWinFullScreen(), have very similar functionality for pfWindows and pfPipeWindows. However, there are situations where pfPipeWindows are able to provide the same functionality in a much more efficient manner. Management of dynamic window origin and size is one case where pfPipeWindows have a real advantage over pfWindows. pfPipeWindows are able to take advantage of the multiprocessed libpf environment to always be able to return an accurate window size and origin relative to the window parent. A process separate from the rendering process is notified by the window system of changes in the pfPipeWindow’s size in an efficient manner without impacting the window system or the rendering process. This can be forced off for the real-time static displays of a deployed visual simulation system by making the pfPipeWindow of type PFPWIN_TYPE_NOXEVENTS which will prevent IRIS Performer from tracking the window. Further details regarding basic window creation and configuration are discussed with pfWindows in Chapter 11, “Windows.” Note: pfPWin*() routines expect a pfPipeWindow and the pfWin*() routines a pfWindow(). These routines are not interchangeable; pfWindow routines cannot accept pfPipeWindows and visa versa. The PFWIN_* tokens can be used with the pfPipeWindow routines. 397 Chapter 12: pfPipeWindows and pfPipeVideoChannels Windows have some intrinsic type attributes that must be set before the window is opened. The selection of the screen of a window is determined by the pfPipe that it is opened on, or set for both the pfWindow and its pfPipe with the call pfPWinScreen(), or else by the value of the DISPLAY variable when the window is finally opened. The window system configuration of the window must also be set before the window is opened. Windows under OpenGL operation will always be X windows. However, under IRIS GL operation, a pfPipeWindow will by default be a pure IRIS GL window. To render IRIS GL into an X window, the X window type must be specified with the command, pfPWinType(pwin, PFPWIN_TYPE_X). An open window must be closed for its type to be changed. The window type argument is actually a bitmask and the type of a pfPipeWindow can include the attributes listed in Table 12-1. Table 12-1 pfPWinType Tokens PFPWIN_TYPE_* Bitmask Token Type Attributes X Rendering will be done to an X window. Ignored by OpenGL as all OpenGL rendering is done to X windows. STATS The window’s normal drawing configuration will support graphics statistics. This affects framebuffer configuration and fill statistics. SHARE The pfPipeWindow will automatically be attached to the first pfPipeWindow of the parent pipe with pfAttachPWin() PBUFFER The window drawable is a pbuffer; not visible on the screen. NOXEVENTS Window size and position tracking will not be done. UNMANAGED No automatic window management operations other than select for rendering will happen. Window will not be auto-sized, or tracked. Swapbuffers will not automatically be done. pfPipeWindows have a target default framebuffer configuration. The ability to meet this target will depend on the current graphics hardware configuration, as well as their type. The following parameters are part of the target default configuration and are listed in their order of priority. If the goal framebuffer configuration cannot be created on the current graphics hardware configuration, lower priority parameters will be downgraded as specified. 398 • double buffered, • RGB mode with eight bits per color component (four if eight cannot be supported), Using pfPipeWindows • z-buffer with depth of 23 or 24 bits, as available • one bit stencil buffer (windows type PFWIN_TYPE_STATS will still require 4 bits of stencil), • multisample buffer of eight, four, or zero samples as available. • four bit stencil buffer if still available after the above is satisfied. pfPipeWindows have IRIS Performer libpr rendering state automatically initialized when they are opened. Additionally the following graphics state is automatically initialized when a window is opened, or upon any call to pfInitGfx() for an open window: • in pure IRIS GL windows, the framebuffer configuration is restored to default; however, if multisample buffers already exist, the default multisampled configuration is used, • RGB mode is enabled, • z-buffer is enabled and a z range is set, • viewport clipping is enabled, • subpixel vertex accuracy is enabled, • the viewing matrix is initialized to a two-dimensional one-to--one mapping from eye coordinates to window coordinates., • the model matrix is initialized to the identity matrix and made the current GL matrix, • backface removal is enabled, • smooth shading is enabled, • if the current graphics hardware platform supports multisampling, multisampled antialiasing will be enabled with pfAntialias(PFAA_ON), • a default modulating texture environment is created, • a default lighting model is created. 399 Chapter 12: pfPipeWindows and pfPipeVideoChannels Custom framebuffer configuration for a pfPipeWindow can be specified with pfPWinFBConfigAttrs(), pfPWinFBConfig(), and pfChoosePWinFBConfig(). These routines have identical functionality as each of the corresponding pfWindow routines. However, the function pfChoosePWinFBConfig() has the constraint that it be called in the draw process because it creates and stores internal data from the window server that must be kept local to the process in which it is called. Table 12-2 lists the different pfPipeWindow routines and describes multiprocessing constraints. The flexibility in changing the framebuffer configuration of a pfPipeWindow is GL dependent. IRIS GL supports reconfiguration of the framebuffer. However, in GLX or OpenGL/X windows, it is considerably trickier. The main window can remain in place but structures under it must be switched or replaced. If multiple framebuffer configurations are likely to be desired, multiple graphics contexts can be created for the window using pfWindows. pfPipeWindows and pfWindows both allow you to have a list of alternate pfWindows that render to exactly the same screen area but may have different framebuffer configuration. You then select the current configuration for a pfPipeWindow with pfPWinIndex(). There are two kinds of common alternate configuration windows that can be created automatically for you: overlay windows created in the overlay planes and windows to support hardware fill statistics (discussed in Chapter 18, “Statistics”). You can use pfPWinMode() to indicate that you would like these windows created for you automatically. Special tokens to pfPWinIndex() are used to select these common special alternate configuration windows—PFWIN_GFX_WIN, PFWIN_OVERLAY_WIN and PFWIN_STATS_WIN—where PFWIN_GFX_WIN selects the normal default drawing window. Note that only a pfWindow, never a pfPipeWindow, can be an alternate configuration window. The source code in Example 12-2 is taken from /usr/share/Performer/src/pguide/libpf/C/pipewin.c and demonstrates the automatic creation and selection of overlay and statistics windows for a pfPipeWindow. This also shows usage of pfChannels and interaction between pfPipeWindows and pfChannels discussed in the section “Creating and Configuring a pfChannel” in Chapter 2. Example 12-2 pfPipeWindow With Alternate Configuration Windows for Statistics main() { pfPipe *pipe; pfPipeWindow *pwin; pfInit(); .... pfConfig(); /* Create pfPipeWindow for pfPipe 0 */ 400 Using pfPipeWindows pipe = pfGetPipe(0); pwin = pfNewPWin(pipe); /* request automatic default overlay and stats windows */ pfPWinMode(pwin, PFWIN_HAS_OVERLAY, PF_ON); pfPWinMode(pwin, PFWIN_HAS_STATS, PF_ON); /* Open the main graphics window */ pfOpenPWin(pwin); pfFrame(); while(!SimDone()) { ... if (Shared->winSel == PFWIN_STATS_WIN)) { /* select statistics window and enable fill stats */ pfPWinIndex(Shared->pw, PFWIN_STATS_WIN); pfFStatsClass(fstats, PFSTATSHW_ENGFXPIPE_FILL, PFSTATS_ON); pfEnableStatsHw(PFSTATSHW_ENGFXPIPE_FILL); } else { /* we are not doing statistics so turn them off */ pfFStatsClass(fstats, PFSTATSHW_ENGFXPIPE_FILL, PFSTATS_OFF); pfDisableStatsHw(PFSTATSHW_ENGFXPIPE_FILL); pfPWinIndex(Shared->pw, Shared->winSel); ... } } /* Channel draw process drawing function */ void DrawFunc(void pfChannel *chan) { pfPipeWindow *pwin; pwin = pfGetChanPWin(chan); if (pfGetPWinIndex(pwin) == PFWIN_OVERLAY_WIN) { /* Draw overlay image */ DrawOverlay(); /* Put back the normal drawing window */ pfPWinIndex(pwin, PFWIN_GFX_WIN); /* Indicate that we will now draw to the window */ pfSelectPWin(pwin); } 401 Chapter 12: pfPipeWindows and pfPipeVideoChannels /* call the main IRIS Performer drawing function */ pfDraw(); } Notice that in Example 12-2, although the pfPipeWindow is doublebuffered, the front and back color buffers are never explicitly swapped. For pfPipeWindows, this operation is done automatically after all channels on the parent pfPipe have completed their drawing for the given frame. The color buffers of a pfPipeWindow may be swapped explicitly with pfSwapWinBuffers. This call may be placed in a user-swap function call back placed on the pfPipe with pfPipeSwapFunc() to replace the pfPipe normal swap behavior. The swap callback will be called in the draw process at the end of the frame after all pfChannels in all pfWindows have been drawn for the pfPipe. The function is called for all of the pfPipeWindows on the pfPipe. This is additionally useful for doing end-of-frame rendering or readbacks from the framebuffer. You may need to set additional window and graphics state to complete the initialization of your pfPipeWindow. Calling pfOpenPWin() from the application process does not give you the opportunity to do this. However, with pfPWinConfigFunc(), you can supply a window configuration callback function that will enable you to open and initialize your pfPipeWindow in the draw process. A call to pfConfigPWin() will trigger one call of the window configuration callback in the draw process upon the next call to pfFrame(). pfConfigPWin() can be called at any time to trigger the calling of the current window configuration function in the draw process. Example 12-3 demonstrates initializing a pfPipeWindow from a draw process window configuration callback. It creates a global light to serve as the Sun in the window configuration callback. (see the /usr/share/Performer/src/pguide/libpf/C/complex.c example). Example 12-3 Custom Initialization of pfPipeWindow State main() { pfPipe *pipe; pfPipeWindow *pwin; pfInit(); .... pfConfig(); /* Create pfPipeWindow for pfPipe 0 */ pipe = pfGetPipe(0); pwin = pfNewPWin(pipe); /* Set the configuration function for the pfPipeWindow */ pfPWinConfigFunc(pwin, OpenPipeWindow); /* Indicate that OpenPipeWindow should be called in the 402 Using pfPipeWindows * draw process. */ pfConfigPWin(pwin); /* trigger OpenPipeWindow to be called in the draw process */ pfFrame(); while(!SimDone()) { ... } } /* Initialize graphics state in the draw process */ void OpenPipeWindow(pfPipeWindow *pw) { /* Set some configuration stuff */ pfPWinOriginSize(pw, 0, 0, 500, 500); /* Open the window - will give us initialized libpr and graphics state */ pfOpenPWin(pw); * /* create a global light in the “south-west” (QIII) */ Sun = pfNewLight(NULL); pfLightPos(Sun, -0.3f, -0.3f, 1.0f, 0.0f); } In Example 12-3 the functions pfPWinOriginSize() and pfOpenPWin() are now called in the draw process, as opposed to the application process as in Example 12-1. In general, configuring or editing any libpf object must be done in the application process. pfPipeWindows must be created in the application process. However, pfPipeWindows may be configured, edited, opened and closed in the pfPWinConfigFunc() configuration callback which will be called in the draw process. Window operations are best done in a configuration callback, though they can also be done in the drawing callback for a pfChannel on the window. Any function which aspires to directly affect the graphics context must be called in the drawing process. Table 12-2 shows which processes (application or draw via a configuration function) that pfPipeWindow calls can be made from and further detail about these functions can be found in the discussion of pfWindows in Chapter 11, “Windows.” 403 Chapter 12: pfPipeWindows and pfPipeVideoChannels Table 12-2 404 Processes From Which to Call Main pfPipeWindow Functions pfPipeWindow Function Application Process Draw process pfNewPWin() Yes. No. pfPWinMode() Yes, Yes. pfPWinIndex() Yes, Yes. pfPWinConfigFunc() Yes. No. pfOpenPWin() pfClosePWin() pfClosePWinGL() Yes. Yes. pfPWinOriginSize() pfPWinFullScreen() Yes. Yes. pfGetPWinCurOriginSize() pfGetPWinCurScreenOriginSize() X — Yes. Yes. pfPWinFBConfigAttrs() Yes. Yes. pfChoosePWinFBConfig() No. Yes. pfPWinFBConfig() Yes, but the pfFBConfig* must be Yes. valid for access in the draw process. pfPWinType() pfPWinScreen() pfPWinShare(), pfAttachWin() Yes (before opened). Yes (before opened). pfPWinWSWindow() pfPWinWSDrawable() X — Yes. Yes. pfPWinGLCxt() Yes, but the context must be created in the draw process. Yes. pfQueryWin() pfMQueryWin() No. Yes. pfAddPWinPVChan() Yes. Yes. pfAttachPWinSwapGroup Yes. Yes. IRIS GL — No. IRIS GL — ID must be valid in the draw process. Using pfPipeWindows IRIS Performer provides GL independent framebuffer configuration utilities. In most cases, pfPWinFBConfigAttrs(pwin, attrs) can be used to select a framebuffer configuration for your pfPipeWindow based on the array of attribute tokens, attrs. If attrs is NULL, the default framebuffer configuration will be selected. If attrs is not NULL, the rules for default values follow the rules for configuring windows in OpenGL and X which are different from values in the IRIS Performer default window configuration. Such window framebuffer configuration should be done in the draw process in a window configuration callback function before the call to pfOpenPWin(). Window framebuffer configuration for pfPipeWindows is identical to that of pfWindows and is discussed in more detail in Chapter 11, “Windows,” but the following is a simple example of the specification of framebuffer configuration taken from the sample source code example program /usr/share/Performer/src/pguide/libpf/C/pipewin.c: Example 12-4 Configuration of a pfPipeWindow Framebuffer static int FBAttrs[] = { PFFB_RGBA, PFFB_DOUBLEBUFFER, PFFB_DEPTH_SIZE, 24, PFFB_RED_SIZE, 8, PFFB_SAMPLES, 8, PFFB_STENCIL_SIZE, 1, NULL, }; main() { pfPipe *pipe; pfPipeWindow *pwin; pfInit(); .... pfConfig(); /* Create pfPipeWindow for pfPipe 0 */ pipe = pfGetPipe(0); pwin = pfNewPWin(pipe); /* Set the framebuffer configuration */ pfPWinFBConfigAttrs(Shared->pw, FBAttrs); /* Indicate that the window is ready to open */ pfOpenPWin(pwin); /* trigger the opening of the window in the draw */ pfFrame(); ... } 405 Chapter 12: pfPipeWindows and pfPipeVideoChannels If you want to do all of your own window creation and management you can do so and just give IRIS Performer the handles to your windows with the pfPWinWSDrawable() function; you may also provide a parent X window with the pfPWinWSWindow() function. pfOpenPWin() will make use of any windows that have already been provided. More details regarding the creation and configuration of pfPipeWindows and pfWindows are discussed in Chapter 11, “Windows.” pfPipeWindows in Action pfPipeWindows allow for a reasonable amount of flexibility in the running application. pfPipeWindows can be re-ordered on their parent pfPipe to control the order that they are drawn in with the command pfMovePWin(pipe, index, pwin). pfPipeWindows can be dynamically opened and closed in the application or draw processes with pfOpenPWin() and pfClosePWin(). Additionally, pfConfigPWin() can be re-issued at any time from the application process to call the current window configuration function to dynamically open, close, and reconfigure pfPipeWindows. The following example is taken from the distributed source code example file /usr/share/Performer/src/pguide/libpf/C/pipewin.c and demonstrates the dynamic closing of a window from the application process in the simulation loop and the reuse of pfConfigPWin() to reopen the window. Example 12-5 Opening and Closing a pfPipeWindow main() { ... /* main simulation loop */ while (!Shared->exitFlag) { /* wait until next frame boundary */ pfSync(); pfFrame(); /* Set view parameters for next frame */ UpdateView(); pfChanView(chan, Shared->view.xyz, Shared->view.hpr); /* Close pfPipeWindow */ if (Shared->closeWin == 1) { pfClosePWin(Shared->pw); ct = pfGetTime(); 406 Using pfPipeWindows } Shared->closeWin = 2; } /* then wait two seconds and reconfig window */ else if ((Shared->closeWin == 2) && (pfGetTime() - ct > 2.0f)) { pfConfigPWin(Shared->pw); Shared->closeWin = 3; pfNotify(PFNFY_NOTICE, PFNFY_PRINT, “OPEN”); } ... } Motif You may want your windows to reside within a larger Motif interface and window hierarchy. IRIS Performer supports this and allows you to run the Motif main loop in a separate process so that you can maintain control of your simulation loop. The Motif interface is created in its own process and Motif event handlers and callbacks will be executed in that process. The Motif callbacks set flags in shared memory to communicate with the main application. Part of this communication is the sharing of X windows between IRIS Performer and Motif. The example program /usr/share/Performer/src/pguide/libpf/C/motif.c demonstrates the basic elements of this integrated IRIS Performer-Motif hook-up. Multiple pfPipeWindows and Multiple pfPipes The use of multiple windows on a single graphics pipe can add overhead. The sharing of the graphics context between windows consumes almost all of this overhead. To simply share a single graphics context across windows of two pfPipe objects, include PFPWIN_TYPE_SHARE in the pfPWinType() call. The sharing of pfPipeWindows and attributes can be completely controlled by setting up the sharing manually to create pfPipeWindow share groups with pfPWinAttach(groupPWin, attachee) and pfPWinShare() as is done with pfWindows, discussed in Chapter 11, “Windows.” pfPipeWindows can have pfWindows in their share group if a pfPipeWindow is the main group window. Multiple windows, particularly those on separate graphics pipelines, that are intended to produce results that can be seen as a single image, such as projected side by side on a large screen or to video outputs used for a stereo display, must have their video vertical retraces synchronized with genlock(7) and their doublebuffering synchronized. This is 407 Chapter 12: pfPipeWindows and pfPipeVideoChannels necessary for both image quality and performance reasons as the last window to finish operation can hold up all of the rendering processes. Window double buffering synchronization can be done through pfChannel share groups with the PFCHAN_SWAPBUFFERS_HW token, as discussed in Chapter 2, “Setting Up the Display Environment,” or explicitly by attaching the windows to form window swap groups with pfAttachPWinSwapGroup(groupPWin, attachee) as discussed in Chapter 11, “Windows.” pfPipeWindows can have pfWindows in their swap groups if a pfPipeWindow is the main group window. The sample program /usr/share/Performer/src/pguide/libpf/C/multipipe.c demonstrates multipipe synchronization. Controlling Video Displays You use pfPipeVideoChannel to direct the output of pfChannels to specified video displays, as shown in Figure 12-1. IRIS Performer uses the XSGIvc(3), which is a Silicon Graphics extension of the X library, for video channel management. pfPipe pfChannel pfPipeVideoChannel (channels 0, 1, 2) pfPipeWindow Figure 12-1 408 Directing Video Output Controlling Video Displays pfPipeVideoChannels are based on pfVideoChannels; however, pfPipeVideoChannels are maintained by libpf and are used by libpf to render the output of pfChannels within a pfPipeWindow. The pfVideoChannel API is duplicated for pfPipeVideoChannels. pfPVChan*() methods operate on a pfPipeVideoChannel and pfVChan*() methods operate on a pfVideoChannel. There are several sample programs to help understand the use of pfVideoChannels and pfPipeVideoChannels. The libpr program /usr/share/Performer/src/pguide/libpr/C/queryvchan.c shows how to query video channel attributes through IRIS Performer and how to query additional attributes directly through the XSGIvc interface. /usr/share/Performer/src/pguide/libpr/C/vchan.c shows basic video channel creation. On an InfiniteReality, this example does resizing and translation of the video channel output area. The libpf program /usr/share/Performer/src/pguide/libpf/C/pvchan.c shows basic pfPipeVideoChannel creation and hookup. Creating a pfPipeVideoChannel You create a pfPipeVideoChannel from a pfPipe using pfNewPVChan() and providing the parent pfPipe. The pfPipeVideoChannel is then attached to a pfPipeWindow with pfAddPWinPVChan() which will return an index into the pfPipeWindow’s video channel list. Additionally, if the pfPipeVideoChannel has not already been assigned a hardware video channel with pfPVChanId(), the next active video channel will be assigned. pfPipe *p = pfGetPipe(0); pfPipeVideoChannel *pvc = pfNewPVChan(p); pfPVChanId(pvc,0); pvcIndex = pfPWinAddPVChan(pwin, pvc); To find out if a pfPipeVideoChannel with its current video channel assignment is active for displaying output, call pfIsPVChanActive(), which will return 0 if the video channel assignment is not fully defined or if the channel is not active and will return 1 otherwise. The assignment of a hardware video channel is not complete until the screen of the pfPipe is known and so might not be done immediately if the pfPipe screen has not been set with pfPipeScreen() or if the pfPipeWindow is not open. Even if you have explicitly assigned a hardware video channel Id, it is only meaningful relative to a known screen. The hardware video channel assignment can be changed at any time with pfPVChanId(). It is an error to have multiple pfPipeWindows and pfPipeVideoChannels attempt to manage the same hardware video channel. The index returned by pfAddPWinPVChan() is then used for a pfChannel to reference this 409 Chapter 12: pfPipeWindows and pfPipeVideoChannels pfPipeVideoChannel. pfPipeWindows always have an initial pfPipeVideoChannel already attached whose default video channel will be the first active video channel on the screen of the pfPipe. So, only add pfPipeVideoChannels if you actually need additional video channels. Multiple pfPipeVideoChannels in a pfPipeWindow The only video channels a pfPipeVideoChannel can manage are those of the screen of the pfPipe. Use pfGetNumScreenPVChans() to find out how many active video channels are on a given screen. To add additional pfPipeVideoChannels to a single pfPipeWindow, use pfPWinAddPVChan(). The routine returns an index number associated with the pfPipeWindow, or -1 if an error occurs. If the pfPipeVideoChannel does not already have an assigned hardware video channel, the next active video channel relative to the video channels already attached to the pfPipeWindow will be assigned. There are list routines to manage the list of pfPipeVideoChannels on a pfPipeWindow. Use pfGetPWinNumPVChans() to find out how many pfPipeVideoChannels are being managed by the pfPipeWindow. pfPWinRemovePVChan() and pfPWinRemovePVChanIndex() disassociate a pfPipeVideoChannel from a pfPipeWindow, using either the pfPipeWindow object or an index number to specify the pfPipeWindow. There are additional utilities to find pfPipeVideoChannels on pfPipeWindows. You can obtain the index value of a pfPipeVideoChannel for a pfPipeWindow using pfGetPWinPVChanIndex(), which returns the index of a pfPipeVideoChannel, or -1 of the pfPipeVideoChannel is not registered with the pfPipeWindow. Use pfGetPWinPVChanId() to find a pfPipeVideoChannel on a pfPipeWindow with the specified hardware Id. NULL will be returned if no such pfPipeVideoChannel exists on the specified pfPipeWindow. 410 Controlling Video Displays Configuring a pfPipeVideoChannel pfPipeVideoChannels are bound to their hardware video channels in a lazy fashion as needed by configuration requests. Basic queries of a video channel do not require any explicit binding. Changing a video channel’s properties does require explicit binding. pfPipeWindows manage this process. However, explicit binding and unbinding might be necessary if changes are made to video channels directly through the XSGIvc API and not through the pfPipeVideoChannel API. This is quite reasonable since pfPipeVideoChannels do not duplicate all of XSGIvc. A pfPipeVideoChannel is bound to its hardware video channel with pfBindPVChan(). All of the pfPipeVideoChannels associated with a pfPipeWindow can be bound in one step with pfBindPWinPVChans() and unbound with pfUnbindPWinPVChans(). You can get the XSGIvc handle from a pfPipeVideoChannel to do your own configuration or extended queries with pfGetPVChanInfo(). Use pfPipeVideoChannels to Control Frame Rate There are two mechanisms by which pfPipeVideoChannels can help you maintain constant frame rate in your application. Dynamic Video Resolution (DVR) addresses reducing load caused by filling to many pixels. Pan/Zoom video scan-out to sample different parts of the frame buffer, under resize, to be selected asynchronously to a draw process. Both of these mechanisms make use of editing the size and or origin of the output area of a pfPipeVideoChannel, supported by InfiniteReality graphics platforms. Use pfPVChanOutputSize() and pfPVChanOutputAreaScale() will change the output area size of the bound video channel. pfPVChanOutputOrigin() will change the origin of the output area. The pfPipeVideoChannel(3) references more routines to manage video channel origin and size. On InfiniteReality graphics platforms, you can use pfPipeVideoChannels to dynamically adjust the size of the output area of the video channel. The output area is then automatically zoomed up to full video channel size by the InfiniteReality hardware using bilinear filtering. This operation has no added performance cost or latency. This feature can be used to allow pfChannels to reduce their viewport size to the reduced video channel output area. Reducing the number of pixels drawn reduces the fill load for the pfPipe and can be used as a load management technique for maintaining constant frame rates. pfPipeVideoChannels support manual resizing, allowing you to implement your own load management, or will automatically resize the output area and the pfChannel viewports. You can enable and select a resizing mode with pfPVChanDVRMode() and providing PFPVC_DVR_MANUAL or PFPVC_DVR_AUTO. The default value is PFPVC_DVR_OFF. For more information, see “Maintaining Frame Rate Using Dynamic Video Resolution” on page 128. 411 Chapter 12: pfPipeWindows and pfPipeVideoChannels pfPipeVideoChannels also support asynchronous editing of their size and origin. This can be used in an asynchronous process, or in an application process that is reliably running at frame rate, to edit the origin and size of the video channel. These changes will affect the following video field if the pfPVChanMode() for PFVCHAN_AUTO_APPLY is set to 1 (default is 0) and the PFVCHAN_SYNC mode is set to PFVCHAN_SYNC_FIELD (default is PFVCHAN_SYNC_FRAME which selects apply upon swapbuffers). Real-time changes to pfPipeVideoChannel origin or size should be done between pfSync() and pfFrame() to affect the next draw frame or video field. 412 Chapter 13 “Managing Nongraphic System Tasks” This chapter describes clocks, memory allocation, synchronous I/O, error handling and notification, and search paths. Chapter 13 13. Managing Nongraphic System Tasks This chapter describes objects that manage nongraphic tasks, including • Queues • Clocks • Memory allocation • Synchronous I/O • Error handling and notification • Search paths Handling Queues A pfQueue object is a queue of elements, which are all the same type and size; the default size is the size of a void pointer. A pfQueue object actually consists of three interrelated queues, as shown in Figure 13-1. Input buffer Sorted list Output buffer pfQueue object Figure 13-1 pfQueue Object 415 Chapter 13: Managing Nongraphic System Tasks • Input buffer—where processes dump values to be added to the pfQueue object. • Output buffer—values at one end of the queue that processes may remove from the pfQueue object. • Sorted list—sorted values that processes may not remove from the pfQueue object. Note: In non-sorting mode, there is only the Input buffer; values in the output buffer and the Sorted list are transferred into the input buffer. Values in the Input buffer are not sorted and are not part of the Sorted list. Values in the Sorted list and the Output buffer are sorted (when the pfQueue object is in sort mode) according to a user-defined sorting function. Sorted values of highest priority are automatically moved from the Sorted list to the Output buffer whenever the pfQueue object is sorted. Priority is defined by the sorting function, for example, if a pfQueue object contains pointers to tiles of texture, the sorting function might sort according to the proximity of the viewer and the tile: the closer the tile is to the viewer, the higher its priority, the more likely the pointer to the tile will be in the Output buffer. Processes do not have access to values in the Sorted list; only to those values in the Output buffer. Multiprocessing Because there are separate input and output buffers, multiple processes can add or retrieve elements, but only one process can actually insert elements into the Input buffer and one process retrieve elements from the Output buffer at one time. The process adding elements to the Input buffer can be different from the process removing elements from the Output buffer. Queue Contents The contents of the pfQueue object can be any fixed-size object, for example, pfQueues often contain pointers to Performer objects. You might use a pfQueue object, for example, to organize tiles of texture according to the direction the viewer is looking and the proximity of the viewer to the tiles. Because you declare the size and type of objects in the pfQueue in the constructor, you cannot change the type or size of its elements after its creation. 416 Handling Queues Adding or Retrieving Elements You can insert elements into the Input buffer or remove them from the Output buffer using the following methods, respectively: • pfQueue::insert() • pfQueue::remove() These methods can be used by multiple processes asynchronously without collision. Warning: Do not insert NULL elements into the queue. The pfQueue object is resized dynamically when the number of elements inserted into the queue exceeds its declared size; the size is doubled automatically. Doubling the size prevents repeated, incremental, costly resizing of the queue. Tip: Doubling the size of the queue can cause excessive memory allocation. It is important therefore to accurately declare the size of the queue. You can set the size of the queue in the constructor of the pfQueue object or afterwards by using pfQueue::setArrayLen(). pfQueue::getNum() returns the number of elements in the queue. Retrieving Elements From the Queue It is possible for you to 1. Create a thread to retrieve elements from the Output buffer. 2. Use the pfQueue::remove() method to retrieve the element. 3. Delete the thread. It is much easier, however, to use the pfQueue::addServiceProc() method to perform all of those tasks. This method • Creates a thread. • Returns the thread ID. • Invokes the developer-supplied function in the argument of the function. • Deletes the thread. 417 Chapter 13: Managing Nongraphic System Tasks The developer-supplied function must take, as it’s argument, an element from the Output buffer and process it. For example, if the queue contains pointers to tiles of texture, the function might download a tile from disk to the image cache. Related Methods pfQueue provides a variety of other methods, described in Table 13-1, that return information about the threads created to process the elements in the Output buffer of the pfQueue object. Table 13-1 Thread Information Method1 Description getServiceProcPID() Returns the ID of the created thread. pfGetGlobalQueueServiceProcPID() Returns the ID of the nth thread. getNumServiceProcs() Returns the number of currently active threads. pfGetNumGlobalQueueServiceProcs() Returns the number of processes that have been sproc’d by all pfQueue’s. pfGetGlobalQueueServiceProcQueue() Returns the pfQueue associated with a particular thread. exitServiceProc() Terminates a specific thread. exitAllServiceProcs() Terminates all pfQueue object threads. pfQueue Modes pfQueue objects can run in one of two modes: • non-sorting • sorting Either the elements in the queue are sorted according to some criteria specified by a developer-supplied sorting function, or not. The sorting function is null and the sorting mode is non-sorting by default. 418 Handling Queues Non-Sorting Mode In non-sorting mode, the Sorting list and the Output buffer are empty; all pfQueue elements are in the Input buffer. Processes append new input objects to the front of the queue while (potentially) other processes read and remove pfQueue objects from the other end of the queue. A process can potentially read and remove all of the elements in a non-sorted queue. Access to the elements is not random, however; it is sequential and ordered according to FIFO. Sorting the pfQueue Multiple processes can add to the Input buffer asynchronously. The objects remain unsorted and separate from the Sorted list and Output buffer until the sorting function is triggered. At that time, 1. The objects in the Input buffer are flushed into the Sorted list. 2. The objects in the Sorting list and the Output buffer are resorted together. To sort the elements in a pfQueue, you: 1. Specify a developer-supplied sorting function using pfQueue::setSortFunc(). 2. Enable sorting by passing a non-NULL argument to pfQueue::setSortMode(). 3. Specify the maximum and minimum number of values for the input and output of the sorting function using pfQueue::setInputRange() and pfQueue::setOutputRange(). Tip: You must specify the sorting function before enabling sorting, otherwise sorting remains disabled and pfQueue returns a warning. The sorting function runs in a separate thread parallel to the function specified in the argument of pfQueue. You can even specify that the sorting function run on a CPU different from the one processing the pfQueue object, as described in “Running the Sort Process on a Different CPU” on page 422. In sorting mode, only those elements in the Output buffer are available to processes. Access to the elements in the Output buffer is not random, but sequential and in a FIFO order. 419 Chapter 13: Managing Nongraphic System Tasks Sorting Function The sorting function sorts, according to its own criteria, the elements in the Sorting list and the Output buffer. To sort the queue, you must • Implement your own function to sort the pfQueue object. • Identify the function in your application using pfQueue::setSortFunc(). • Make the function return a value of type that matches that of pfQueueSortFuncType. • Make the function handle an input data structure of type pfQueueSortFuncData(), defined as follows: typedef struct { pfList *sortList; //list of elements to sort volatile int *inSize; //number of elements on input queue volatile int *outSize; //number of elements on output queue int inHi; // maximum number of elements at the input int inLo; // minimum number of elements at the input int outHi; // maximum number of elements at the output int outLo; // minimum number of elements at the output } pfQueueSortFuncData; The actual data in the pfQueue object is maintained in a pfList, which the pfQueueSortFuncData struct points to. Input and Output Ranges The range values work as triggers to start the sorting function, which sleeps otherwise. For example, when the number of unprocessed inputs is greater than inHi, pfQueue calls the sorting function to sort the pfQueue object. You can set the minimum and maximum number of input and output elements entered before the sort is triggered using the following methods: 420 • pfQueue::setInputRange() • pfQueue::setOutputRange() Handling Queues Table 13-2 shows the default range values: Table 13-2 Default Input and Output Ranges Range Minimum Maximum Input 0 3 Output 2 5 The range values have no effect in non-sorting mode. Triggering the Sort The sorting function sleeps until one of the following conditions occurs: • The number of elements in the Input buffer exceeds the input maximum range value. • The number of elements in the Output buffer drops below the output minimum range value. • pfQueue::notifySortProc() is called. By increasing the maximum number of values allowed in the Input buffer, or reducing the minimum number of values allowed in the Output buffer, the sorting function is potentially called fewer times. Table 13-2 shows that, using default range values, the queue is sorted when three or more elements are added to the Input buffer or when two or less values remain in the Output buffer. The pfQueue::notifySortProc() is provided for those times when the queue should be sorted without regard to the number of elements in the Input or Output buffers. For example, if an element in the queue changes, it might be necessary to resort the queue. If, for example, the elements are sorted alphabetically, the sort function should be explicitly called when one of the elements is renamed. 421 Chapter 13: Managing Nongraphic System Tasks Running the Sort Process on a Different CPU You can run the sorting process on a different CPU from the one processing the pfQueue by: • Using getSortProcPID() to get the process ID of the sorting function and assigning the process to run on a specified CPU with IRIS Performer or IRIX utilities. • Using the pfuProcessManager provided in libpfutil. See the pfuInitDefaultProcessManager(3) reference page for more information. High-Resolution Clocks IRIS Performer provides access to a high-resolution clock that reports elapsed time in seconds to support for timing operations. To start a clock, call pfInitClock() with the initial time in seconds—usually 0.0—as the parameter. Subsequent calls to pfInitClock() reset the time to whatever value you specify. To read the time, call pfGetTime(). This function returns a double-precision floating point number representing the seconds elapsed from initialization added to the latest reset value. The resolution of the clock depends on your system type and configuration. In most cases, the resolved time interval is under a microsecond, and so is much less than the time required to process the pfGetTime() call itself. Onyx, Crimson™, Indigo2™, Indigo®, and Indy™ systems all provide submicrosecond resolution. Newer systems, including Onyx2, OCTANE, and O2 have even higher resolution clocks and use the CYCLE_COUNTER functionality through syssgi(2). On a machine that uses a fast hardware counter, the first invocation of pfInitClock() forks off a process that periodically wakes up and checks the counter for wrapping. This additional process can be suppressed using pfClockMode(). If IRIS Performer cannot find a fast hardware counter to use, it defaults to the time-of-day clock, which typically has a resolution between one and ten milliseconds. This clock resolution can be improved by using fast timers. See the ftimer(1) reference page for more information on fast timers. By default, processes forked after the first call to pfInitClock() share the same clock and will all see the results of any subsequent pfInitClock(). All such processes receive the same time. 422 Memory Allocation Unrelated processes can share the same clock by calling pfClockName() with a clock name before calling pfInitClock(). This provides a way to name and reference a clock. By default, unrelated processes don’t share clocks. Video Refresh Counter (VClock) The video refresh counter (VClock) is a counter that increments once for every vertical retrace interval. There is one VClock per system. In systems where multiple graphics pipelines are present, but not genlocked (synchronized, see the setmon(3) reference page), screen 0 is used as the source for the counter. A process can be blocked until a certain count, or the count modulo some value (usually desired number of video fields per frame) is reached. Table 13-3 lists and describes the pfVClock routines. Table 13-3 pfVClock Routines Function Action pfInitVClock Initialize the clock to a value. pfGetVClock Get the current count. pfVClockSync Block the calling process until a count is reached. When using pfVClockSync(), the calling routine is blocked until the current count modulo rate is offset. The VClock functions can be used to synchronize several channels or pipelines. Memory Allocation You can use IRIS Performer memory-allocation functions to allocate memory from the heap, from shared memory, and from data pools. 423 Chapter 13: Managing Nongraphic System Tasks Table 13-4 lists and describes the IRIS Performer shared memory routines. Table 13-4 Memory Allocation Routines Function Action pfInitArenas Create arenas for shared memory and semaphores. pfSharedArenaSize Specify the size of a shared memory arena. pfGetSharedArena Get the shared memory arena pointer. pfGetSemaArena Get the shared semaphore/lock arena pointer. pfMalloc Allocate from an arena or the heap. pfFree Release memory allocated with pfMalloc(). Allocating Memory With pfMalloc() pfMalloc() can allocate memory either from the heap or from a shared memory arena. Multiple processes can access memory allocated from a shared memory arena, whereas memory allocated from the heap is visible only to the allocating process. Pass a shared-memory arena pointer to pfMalloc() to allocate memory from the given arena. pfGetSharedArena() returns the pointer for the arena allocated by pfInitArenas(), or NULL if the given memory was allocated from the heap. Alternately, an application can create its own shared memory arena; see the acreate(3P) reference page for information on how to create an arena. To allocate memory from the heap, pass NULL to pfMalloc() instead of an arena pointer. Under normal conditions pfMalloc() never returns NULL. If the allocation fails, pfMalloc() generates a pfNotify() of level PFNFY_FATAL, so unless the application has set a pfNotifyHandler(), the application will exit. Memory allocated with pfMalloc() must be freed with pfFree(), not with the standard C library’s free() function. Using free() with data allocated by pfMalloc() will have devastating results. 424 Memory Allocation Memory allocated with pfMalloc() has a reference count (see “pfDelete() and Reference Counting” in Chapter 1 for information on reference counting). For example, if you use pfMalloc() to create attribute and index arrays, which you then attach to pfGeoSets using pfGSetAttr(), IRIS Performer automatically tracks the reference counts for the arrays, letting you delete the arrays much more easily than if you create them without pfMalloc(). All the reference-counting routines (including pfDelete()) work with data allocated using pfMalloc(). Note, however, that pfFree() doesn’t check the reference count before freeing memory; use pfFree() only when you’re sure the data you’re freeing isn’t referenced. pfGetSize() returns the size in bytes of any data allocated by pfMalloc(). Since the size of such data is known, pfCopy() also works on allocated data. Although pfMalloc()-allocated data behaves in many ways like a pfObject (see “Nodes” in Chapter 3), such data doesn’t contain a user data pointer. This omission avoids requiring an extra word to be allocated with every piece of pfMalloc() data. Note: All libpr objects are allocated using pfMalloc(), so you can use pfGetArena(), pfGetSize(), and pfFree() on all such objects. However, it’s recommended that you use pfDelete() instead of pfFree() for libpr objects, in order to maintain reference-count checking. Shared Arenas pfInitArenas() creates two arenas, one for the allocation of shared memory with pfMalloc() and one for the allocation of semaphores and locks with usnewlock() and usnewsema(). The arenas are visible to all processes forked after pfInitArenas() is called. Applications using libpf don’t need to explicitly call pfInitArenas(), since it’s invoked by pfInit(). The shared memory arena can be allocated by memory-mapping either swap space (/dev/zero, the default) or an actual disk file (in the directory specified by the environment variable PFTMPDIR). The latter requires sufficient disk space for as much of the shared memory arena as will be used, and disk files are somewhat slower than swap space in allocating memory. 425 Chapter 13: Managing Nongraphic System Tasks By default, IRIS Performer creates a large shared memory arena of 256 MB. Though this approach makes large numbers appear when you run ps(1), it doesn’t consume any substantial resources, since swap or file system space isn’t actually allocated until accessed (that is, until pfMalloc() is called). Because IRIS Performer cannot increase the size of the arena after initialization, an application requiring a larger shared memory arena should call pfSharedArenaSize() to specify the maximum amount of memory to be used. Arena sizes as large as 1.7 GB are usually acceptable; but you may need to set the virtual-memory-use and memory-use limits, using the shell limit command or setrlimit(), to allow your application to use that much memory. To use arenas larger than 4G, you must use 64-bit operation. If you are having difficulties in creating a large arena, it could be due to fragmentation of the address space from too many DSOs. You can reduce the number of DSOs you are using by compiling some of them statically. You can also change the default address of the DSOs by running rqs(1) with a custom so_locations file. Allocating Locks and Semaphores An application requiring lockable pieces of memory should consider using pfDataPools, described below. Alternatively, when a lock or semaphore is required in an application that has called pfInitArenas(), you can call pfGetSemaArena() to get an arena pointer, and you can allocate locks or semaphores using usnewlock() and usnewsema(). Datapools Datapools, or pfDataPools, are also a form of shared memory, but they work differently from pfMalloc(). Datapools allow unrelated processes to share memory and lock out access to eliminate data contention. They also provide a way for one process to access memory allocated by another process. Any process can create a datapool by calling pfCreateDPool() with a name and byte size for the pool. If an unrelated process needs access to the datapool, it must first put the datapool in its address space by calling pfAttachDPool() with the name of the datapool. The datapool must reside at the same virtual address in all processes. If the default choice of an address causes a conflict in an attaching process pfAttachDPool() will fail. To avoid this pfDPoolAttachAddr() can be called before pfCreateDPool() to specify a different address for the datapool. 426 Memory Allocation Any attached process can allocate memory from the datapool by calling pfDPoolAlloc(). Each block of memory allocated from a datapool is assigned an ID so that other processes can retrieve the address using pfDPoolFind(). Once you’ve allocated memory from a datapool, you can lock the memory chunk (not the entire pfDataPool) by calling pfDPoolLock() before accessing the memory. This locking mechanism works only if all processes wishing to access the datapool memory use pfDPoolLock() and pfDPoolUnlock(). After a piece of memory has been locked using pfDPoolLock(), any subsequent pfDPoolLock() call on the same piece of memory will block until the next time a pfDPoolUnlock() is called for that memory. pfDataPools are pfObjects, so call pfDelete() to delete them. Calling pfReleaseDPool() unlinks the file used for the datapool—it doesn’t immediately free up the memory that was used or prevent further allocations from the datapool; it just prevents processes from attaching to it. The memory is freed when the last process referring to the datapool pfDelete()s it. CycleBuffers A multiprocessed environment often requires that data be duplicated so that each process can work on its own copy of the data without adversely colliding with other processes. pfCycleBuffer is a memory structure which supports this programming paradigm. A pfCycleBuffer consists of one or more pfCycleMemories which are equally-sized memory blocks. The number of pfCycleMemories per pfCycleBuffer is global and is set once with pfCBufferConfig(), and is typically equal to the number of processes accessing the data. Note: pfFlux replaces the functionality of pfCycleBuffer. Each process has a global index, set with pfCurCBufferIndex(), which indexes a pfCycleBuffer’s array of pfCycleMemories. When each process has a different index (and its own address space), mutual exclusion is ensured if the process limits its pfCycleMemory access to the currently indexed one. 427 Chapter 13: Managing Nongraphic System Tasks The “cycle” term of pfCycleBuffer refers to its suitability for pipelined multiprocessing environments where processes are arranged in stages like an assembly line and data propagates down one stage of the pipeline each frame. In this situation, the array of pfCycleMemories can be visualized as a circular list. Each stage in the pipeline accesses a different pfCycleMemory and at frame boundaries the global index in each process is advanced to the next pfCycleMemory in the chain. In this way, data changes made in the head of the pipeline are propagated through the pipeline stages by “cycling” the pfCycleMemories. 2 Cull pfC 1 Draw ycl eB uff er pfCycleMemories 0 Cull 0 App 1 Cull 2 Draw 1 App Fra 0 Draw me n 2 App Fra me n +1 Fra me n +2 Figure 13-2 428 pfCycleBuffer and pfCycleMemory Overview Asynchronous I/O Cycling the memory buffers works if each current pfCycleMemory is completely updated each frame. If this is not the case, buffer cycling will eventually access a “stale” pfCycleMemory whose contents were valid some number of frames ago but are invalid now. pfCycleBuffers manage this by frame-stamping a pfCycleMemory whenever pfCBufferChanged() is called. The global frame count is advanced with pfCBufferFrame() which also copies most recent pfCycleMemories into “stale” pfCycleMemories thereby automatically keeping all pfCycleBuffers current. A pfCycleBuffer consisting of pfCycleMemories of nbytes size is allocated from memory arena with pfNewCBuffer(nbytes, arena). To initialize all the pfCycleMemories of a pfCycleBuffer to the same data call pfInitCBuffer(). pfCycleMemory is derived from pfMemory so you can use inherited routines like pfCopy, pfGetSize, and pfGetArena() on pfCycleMemories. While pfCycleBuffers may be used for application data, their primary use is as pfGeoSet attribute arrays, e.g., coordinates or colors. pfGeoSets accept pfCycleBuffers (or pfCycleMemory) references as attribute references and automatically select the proper pfCycleMemory when drawing or intersecting with the pfGeoSet. Note: libpf applications need not call pfCBufferConfig() or pfCBufferFrame() since the libpf routines pfConfig() and pfFrame() call these respectively. Asynchronous I/O A nonblocking file interface is provided to allow real-time programs access to disk files without affecting program timing. The system calls pfOpenFile(), pfCloseFile(), pfReadFile(), and pfWriteFile() work in an identical fashion to their IRIX counterparts open(), close(), read(), and write(). When pfOpenFile() or pfCreateFile() is called, a new process is created using sproc(), which manages access to the file. Subsequent calls to pfReadFile(), pfWriteFile(), and pfSeekFile() place commands in a queue for the file manager to execute and return immediately. To determine the status of a file operation, call pfGetFileStatus(). 429 Chapter 13: Managing Nongraphic System Tasks Error-Handling and Notification IRIS Performer provides a general method for handling errors both within IRIS Performer and in the application. Applications can control error-handling by installing their own error-handling functions. You can also control the level of importance of an error. Table 13-5 lists and describes the functions for setting notification levels. Table 13-5 pfNotify Functions Function Action pfNotifyHandler Install user error-handling function. pfNotifyLevel Set the error-notification level. pfNotify Generate a notification. pfNotify() allows an application to signal an error or print a message that can be selectively suppressed. pfNotifyLevel() sets the notification level to one of the values listed in Table 13-6. Table 13-6 Error Notification Levels Token Meaning PFNFY_ALWAYS Always print regardless of notify level PFNFY_FATAL Fatal error PFNFY_WARN Serious warning PFNFY_NOTICE Warning PFNFY_INFO Information and floating point exceptions PFNFY_DEBUG Debug information PFNFY_FP_DEBUG Floating point debug information The environment variable PFNFYLEVEL can be set to override the value specified in pfNotifyLevel(). Once the notification level is set via PFNFYLEVEL it can not be changed by an application. 430 File Search Paths Once the notify level is set, only those messages with a priority greater than or equal to the current level are printed or handed off to the user function. Fatal errors cause the program to exit unless the application has installed a handler with pfNotifyHandler(). Setting the notification level to PFNFY_FP_DEBUG has the additional effect of trapping floating point exceptions such as overflows or operations on invalid floating point numbers. It may be a good idea to use a notification level of PFNFY_FP_DEBUG while testing your application, so that you will be informed of all floating-point exceptions that occur. File Search Paths IRIS Performer provides a mechanism to allow referencing a file via a set of path names. Applications can create a search list of path names in two ways: the PFPATH environment variable and pfFilePath(). (Note that the PFPATH environment variable controls file search paths and has nothing to do with the pfPath data structure.) Table 13-7 describes the routines for working with pfFilePaths. Table 13-7 pfFilePath Routines Routine Action pfFilePath Create a search path. pfFindFile Search for the file using the search path. pfGetFilePath Supply current search path. Pass a search path to pfFilePath() in the form of a colon-separated list of path names. Calling pfFilePath() a second time replaces the current path list rather than appending to it. The environment variable PFPATH is also a colon-separated list of path names, similar to the PATH variable. pfFindFile() searches the paths in PFPATH first, then those given in the most recent pfFilePath() call; it returns the complete pathname for the file if the file is found. IRIS Performer applications should use pfFindFile() (either directly or through routines such as pfdLoadFile()) to look for input data files. 431 Chapter 13: Managing Nongraphic System Tasks pfGetFilePath() returns the last search path specified by a pfFilePath() call. It doesn’t return the path specified by the PFPATH environment variable—if you want to find out that value, call getenv(3c). 432 Chapter 14 “Dynamic Data” This chapter describes how to connect pfFlux, pfFCS, and pfEngine nodes, which together can be used for animating geometries. Chapter 14 14. Dynamic Data Making your data dynamic allows your scenes to change. Geometries can change location, orientation, color, texture, or change into different things altogether. pfEngines compute the changes. pfFluxs are the containers for the output of those engines. This chapter explains how to create dynamic structures that can generate and manipulate their own dynamic data using pfFlux, pfEngine, and pfFCS. pfFlux pfFlux is a container for dynamic data that enables multiprocessed generation and use of data in the scene graph. A pfFlux internally consists of multiple buffers of data, each of which is associated with a frame number. The numbering allows multiple processes to each have a copy of the data containing the frame they are working on. Multiple reader processes can share a copy of the current results, or be using the frame of results that is appropriate for that process. Creating and Deleting a pfFlux pfFlux::pfFlux() creates and returns a handle to a pfFlux. Each pfFlux buffer is a pfFluxMemory. When you create a pfFlux, you specify the number of buffers it contains as well as the size of each buffer. The pfFlux buffers will automatically be allocated from the same arena as the parent pfFlux. If for the number of buffers you specify PFFLUX_DEFAULT_NUM_BUFFERS, the flux will be created with a default number of buffers automatically for the current multi-process configuration of your application, as set by pfMultiprocess. You can globally redefine this default number of buffers for successive creation of pfFluxes using pfFlux::setDefaultNumBuffers(). If you change the default number of buffers, the effect takes place only for pfFluxs created after the change. 435 Chapter 14: Dynamic Data Note: IRIS Performer sets the default number of pfFlux buffers when pfConfig() is called according to the number and type of processes requested with pfMultiprocess(). Generally, the number of buffers is equal to one more than the number of running processes that typically might generate pfFlux data or use pfFluxed results. DBASE and LPOINT processes are not included in the count but ISECT and COMPUTE processes and additional graphic pipes creating additional DRAW and possibly CULL processes do add to the default number of pfFlux buffers. You can return the number of buffers in a pfFlux and the number of bytes in the buffers using the getDefaultNumBuffers() and getDataSize() methods, respectively. To delete a pfFlux, as with all pfObjects, use pfDelete(). Initializing the Buffers Generally, pfFlux buffers do not require initialization because they are fully recomputed for every frame. One case where you would want to initialize them is when the data in the buffers is static. For example, if you have a pfFlux of coordinates where most do not change, rather than continuously updating this static data, it is far more efficient to initialize the buffers. You cannot depend on the order in which you get pfFlux buffers at run-time and coordinates in the buffer can not assume results from the previous frame. If an element in the buffer is ever to be dynamic, it should always be recomputed. IRIS Performer provides two ways of initializing or setting the data held in the pfFlux buffers: • pfFlux::initData() to provide a template • pfFlux::callDataFunc() to provide a callback function You can immediately initialize all buffers pfFlux by calling the initData() method and providing a template data buffer that will be directly copied into the pfFlux buffers. In the argument of pfFlux::callDataFunc(), you pass a pointer to data, and a pointer to a callback function that operates on the buffers in a pfFlux. This function will be immediately called on each buffer of the pfFlux. An initialization callback can also be provided when the pfFlux is created pfFlux *flux = new pfFlux(initFunc, PFFLUX_DEFAULT_NUM_BUFFERS); 436 pfFlux and the function will be called for each flux buffer. If the pfFlux is not created with enough buffers and a new pfFluxMemory buffer must be created at runtime, the callback function will be called. For better and reliable performance, you generally want to ensure that you have given yourself enough buffers up front. pfFlux Buffers A pfFlux buffer is of type pfFluxMemory. Each buffer consists of a: • Header • Data portion The header portion consists of: • Pointer to the data portion of the pfFluxMemory. • Frame number set automatically or explicitly by pfFlux::setFrame(). • Set of flags, including read and write. The data portion of a pfFluxMemory contains one frame of information. The getFluxMemory() method returns a pointer to the data portion of a pfFluxMemory To return the parent pfFlux containing the buffer, use pfFlux::getFlux(), which returns NULL if the specified data is not part of a pfFlux. This is useful to find out, for example, if an attribute buffer of a pfGeoSet is a pfFlux. At a given moment, a pfFlux buffer is either readable or writable, but never both. When a buffer is writable, its data can be changed. When a buffer is readable, its data should not be changed because there might be other processes reading that same buffer that would then be immediately affected by any changes. For performance reasons, a buffer marked readable is not locked. Reading pfFlux Buffers To get the current results for reading from a pfFlux, you can use the getCurData() method with code similar to the following C example: pfVec3 *cur_verts; cur_verts = (pfVec3*)pfGetFluxCurData(flux); 437 Chapter 14: Dynamic Data In this example, getCurData(): • Finds a readable buffer in the pfFlux, flux, whose frame number is the closest to the current flux frame number, but not greater then the current flux frame number. • Returns a pointer, cur_verts, to that buffer. If you have an old copy of a data buffer from a previous call to getCurData() and now just want do update to a new version and no longer have a pointer to the parent flux, you can use pfFlux::getWritableData() and provide your data pointer. For performance reasons, it is better to save your pfFlux pointer and not depend on this convenience. When getCurData() is called, it is expected to hold previous results of computation. This computation might be done explicitly by your code in another process, or might be done automatically if the pfFlux is the destination of a pfEngine. Additionally, the pfEngine computation might be triggered immediately if the pfFlux is a pfEngine destination and if the pfFlux mode PFFLUX_ON_DEMAND mode is set by the setMode() method and if the client pfEngine sources are dirty. pfEngine details are discussed more later in this chapter. Writing to pfFlux Buffers When you want to write data to a pfFlux buffer, you use the getWritableData() method with code similar to the following C++ example: pfVec3 *verts; int i, num_verts; verts = (pfVec3*)flux->getWritableData(); /* Set all verts to 1.0, 2.0, 3.0 */ num_verts = flux->getDataSize() / sizeof(pfVec3); for (i = 0; i < num_verts; i++) verts[i].set(1.0f, 2.0f, 3.0f); flux->writeComplete(); 438 pfFlux When pfGetFluxWritableData() is called, pfFlux searches for the buffer whose frame number is equal to the pfFlux frame number. There are three possible results: • If there is a match and the buffer is writable, getWritableData() returns a pointer to that buffer. • If there is a match but the buffer is readable, getWritableData() causes one of the following actions to occur, according to whether the PFLUX_WRITE_ONCE mode specified in pfFluxMode() is set to: • – PF_ON, pfGetFluxWritableData() returns NULL if there is already a readable buffer with a frame number that matches the current flux frame number. – PF_OFF, pfGetFluxWritableData() returns a pointer to the readable data buffer. If there is no match, an unused buffer is made writable and it’s frame buffer number is set to that of the current pfFlux frame number. If pfGetFluxWritableData() is called again for the same frame and the PFFLUX_WRITE_ONCE mode is PF_ON (off by default), information is not copied again into the same buffer; instead, NULL is returned. In this way, the mode can prevent modified data from being clobbered by a second call to pfGetFluxWritableData() and the NULL return value can be used to avoid needlessly recomputing unused data. pfFluxWriteComplete() should be called when computation for a writable pfFlux buffer is complete. This method changes the specified buffer from writable to readable. Coordinating pfFlux and Connected pfEngines pfFluxs maintain pointers to: • pfEngines, called source engines, whose destinations are this pfFlux. • A list of pfEngines, called client engines, that use this pfFlux as a source. To return a handle to these engines, use pfGetFluxSrcEngine() and pfGetFluxClientEngine(), respectively. To return the number of connected source and client pfEngines, use pfGetFluxNumSrcEngines() and pfGetFluxNumClientEngines(), respectively. 439 Chapter 14: Dynamic Data pfFluxWriteComplete() method triggers client pfEngine evaluation according to whether the PFFLUX_PUSH mode specified in pfFluxMode() is set to: • PF_ON, pfEngineEvaluate() is performed on its client pfEngines to push the results through a chain of computation. • PF_OFF, pfEngineSrcChanged() is performed on its clients to tell those pfEngines that they have dirty sources. Triggering pfFlux Evaluation pfFlux evaluation is really a convenient one-step combined evaluation of a source pfEngine combined with getting and completing a writable buffer of data. Triggering the evaluation of pfFlux may trigger the evaluation of the pfFlux’s source pfEngines, particularly if the PFFLUX_ON_DEMAND mode is set to PF_ON. To explicitly trigger a pfFlux, the evaluate method can be used with a mask that is provided and passed through evaluation chains to potentially limit which pfFluxes in a chain are evaluated. For a pfFlux to be evaluated, both of the following conditions must be satisfied: • The bits in the current mask must match any of the bits in the evaluation mask associated with a pfFlux. • pfFluxEvaluate() or pfFluxEvaluateEye() is called. The mask is a bitmask that you use to trigger the evaluation of the source pfEngines of a pfFlux. pfFluxMask() and pfGetFluxMask() set and get, respectively, the evaluation mask of a pfFlux. The default mask is PFFLUX_BASIC_MASK. Masks enable selective evaluation of pfFlux source pfEngines. pfFluxEvaluate() triggers an evaluation of pfFlux source pfEngines if any of the bits in the current mask match any of the bits in the evaluation mask of the pfFlux. pfFluxEvaluateEye() is the same pfFluxEvaluate() but also makes it easy to pass the current eye point through a chain of computation. This is a particularly common case in scene graphs and one very common use is morphing level of detail based on distance from the current eyepoint. Calling pfFluxEvaluate() or pfFluxEvaluateEye() is the equivalent of calling pfEngineEvaluate() on the source engines followed by calling pfFluxWriteComplete() on the pfFlux. For more information about pfEngine, see “pfEngine” on page 446. 440 pfFlux Synchronized Flux Evaluation There are times when you want to ensure that the dynamic data for a given frame in a number of pfFluxes becomes readable at precisely the same time. Particularly when computations are so complicated that they must be completed over multiple frames, you might want the computations of vertices for the different pfGeoSets for a given frame to be made usable at the same time. Consider the following example: You are using pfASD and you need shapes comprised of multiple pfGeoSets to move together in response to morphing terrain. One pfGeoSet might encapsulate the texture of a roof, another a wall, another a window, and another a door. Since a pfGeoSet can only encompass one texture, each of these parts of a house must remain separate pfGeoSets whose data must be encapsulated in separate pfFluxes. If, for rendering, the roof of one frame was used with the wall of another, it might appear that the house is breaking apart. IRIS Performer uses sync flux groups to ensure that the same frame of data is being used from all fluxes in a group. Synchronizing pfFluxes with Flux Sync Groups You can make one or more pfFluxes belong to a flux sync group using the pfFlux setSyncGroup() method and providing the integer identifier of the desired group. To get the flux sync group identifier of a pfFlux, use the getSyncGroup() method. Note: IRIS Performer doesn’t maintain a list of pfFluxes in a flux group, instead an internal field in pfFlux identifies the flux sync group it belongs to. For this reason, there is now way to get a list from IRIS Performer of all of the fluxes in a sync group. For convenience, a flux sync group can be identified by a string name, set with pfFlux::getSyncGroupName(). The unsigned integer identifier can be gotten from the string name using pfFlux::getNamedSyncGroup(). pfFlux::getNamedSyncGroup will also automatically generate a new sync group identifier for a new name. The identifier of the first flux sync group you create is automatically one. Note: Once you name a sync group, the name cannot be changed. pfFlux::getNumNamedSyncGroups() returns the number of named sync groups. 441 Chapter 14: Dynamic Data Enabling a Flux Sync Group To enable group synchronization of the pfFluxs in the flux sync group, enable the sync group using pfFlux::enableSyncGroup(). You can disable group synchronization using pfFlux::disableSyncGroup(). pfFlux::getEnableSyncGroup() returns whether or not a sync group is enabled. Initially, all pfFluxes are all part of flux sync group zero, which can never be enabled. Evaluating a Synchronized Flux Group After all of the pfFluxes in an enabled flux sync group are calculated, you must call pfFlux::syncGroupReady() to specify that the fluxs are ready to be read. When pfFrame is called, pfFlux::syncComplete() is called on flux sync groups, which • Marks the writable buffers with the current flux frame number. • Makes their writable buffers readable. Fluxed Geosets Most often you use dynamic data to change the attributes, location, or the orientation of geometries. Morphing geometries, for example, is a matter of repositioning the vertices of a geometry. You can, however, use dynamic data to change the higher level description of geometries. You might, for example, create a geometry editor that adds or subtracts triangles to and from geometries. Note: While IRIS Performer is set up to flux any object derived from pfMemory, only pfGeode and pfGeoSet are currently modified to accept fluxed and unfluxed forms without any special pfFlux method. To dynamically change a pfGeoSet, you must operate on the data held in the pfFlux buffers, usually when the buffers are initialized. 442 pfFlux Example of a Fluxed pfGeoSet Example 14-1 shows how to turn the data portion of a pfFluxMemory into a fluxed pfGeoSet using pfFluxedGSetInit(). Example 14-1 Fluxed pfGeoSet int make_fluxed_gset(pfFluxMemory *fmem) { pfGeoSet *gset; pfVec3 *coords; if (fmem == NULL) return pfFluxedGSetInit(fmem); pfFluxedGSetInit(fmem); gset = (pfGeoSet*)fmem->getData(); gset->setPrimType(PFGS_TRIS); ... // finish initializing pfGeoSet return 0; } main() { pfFlux *fluxed_gset; pfGeoSet *gset; pfInit(); pfMultiprocess(PFMP_DEFAULT); pfConfig(); fluxed_gset = new pfFlux(make_fluxed_gset, PFFLUX_DEFAULT_NUM_BUFFERS); gset = (pfGeoSet*)fluxed_gset->getCurData(); ... } 443 Chapter 14: Dynamic Data Fluxed Coordinate Systems A pfFCS is similar to a pfDCS node in that both nodes contain dynamic data. In addition to pfDCS functionality, however, a pfFCS uses a pfFlux to hold its matrix. This fluxed matrix can then be computed by a pfEngine and potentially asynchronously. This is the structure shown in Figure 14-1. pfGroup pfEngine pfFlux pfFCS pfEngine pfGeoSet pfMemory pfFlux Figure 14-1 pfEngine Drives a pfFlux Node Animated a pfFCS Node In this figure, the pfEngine performs calculations on the data input from multiple sources, including a pfMemory, a container for static data, a pfFlux, and an additional source pfEngine. The main pfEngine sends its resulting matrix to a pfFlux. The pfFlux is attached to the pfFCS with the pfFCS setFlux() method. This flux then: 444 • Can trigger the pfEngine to directly recompute its data if in PFFLUX_ON_DEMAND mode when the pfFCS calls getCurData() on the flux • Will use frame accurate results with other fluxes if a member of a flux sync group • Contains the matrix for the pfFCS node to produce a transformed coordinate system for the current frame for children of the node in the scene graph. pfFlux Since a pfFCS node is of type pfGroup, you can connect many nodes to it. This functionality is valuable if many geometries need to share the a transformation, such as the moving limbs of a walking character whose overall location is changing every frame. For an example of a pfEngine, pfFlux, pfFCS example, see fcs_engine.C in sample/pguide/libpf/C++. Replacing pfCycleBuffer With pfFlux Prior to version 2.2 of IRIS Performer, the customary way of manipulating dynamic data was to use a pfCycleBuffer. Morphing was accomplished using pfCycleBuffer and pfMorph. While pfCycleBuffer and pfMorph are still supported for compatibility, they are obsoleted by pfEngine and pfFlux. Note: If your applications do not contain pfCycleBuffer or pfMorph, skip to the next section. This section explains how to replace pfCycleBuffer and pfMorph with pfFlux and pfEngine. pfFlux Differences pfFlux is similar to, but far more powerful than, pfCycleBuffer: • Where pfCycleBuffer is unaware of the nodes driving it, pfFlux is aware of its parent nodes. When attached to a pfEngine, for example, a pfFlux can trigger a pfEngine to recompute it’s output. • pfFlux provides a mechanism for updating data in processes that are completely asynchronous to the main APP, CULL, DRAW pipeline stages. 445 Chapter 14: Dynamic Data Converting to pfFlux To convert from pfCycleBuffer to pfFlux, use code similar to the following: /* Replace pfCyclebuffer creation with pfFlux: */ pfFlux *flux = pfFlux(size, PFFLUX_DEFAULT_NUM_BUFFERS); /* replace getting of read-only data * pfCBufGetCurData() for read becomes: */ curData = flux->getCurData(); /* replace getting of data to edit.*/ /* get writable buffer BEFORE editing data */ data = flux->getWritableData(); /* ... edit data */ /* declare data edited after editing for the frame is done. * Replace pfCBufferChanged(pfCycleBuffer *cbuf) becomes: */ flux->WriteComplete(); pfEngine A pfEngine performs calculations. The source can either be static data, such as a pfMemory, or dynamic data, such as a pfFlux. The destination of a pfEngine is fed into a pfFlux, as shown in Figure 14-1. 446 pfEngine Creating and Deleting Engines The constructor for pfEngine requires that you specify the computation type of pfEngine you are creating. IRIS Performer provides many types of engines, each performing a different calculation on the input data. Table 14-1 describes the engine types: Table 14-1 pfEngine Types Engine Description PFENG_SUM Sums the input array of floats into a destination array of floats. PFENG_MORPH Morphs between the input data PFENG_BLEND Is a light-weight version of PFENG_MORPH. PFENG_TRANSfORM Translates a set of data with a matrix operation. PFENG_ALIGN Generates a translation matrix from the input data. PFENG_MATRIX Generates a matrix of type rotation, translation, scale, non-uniform scaling, or combine, using pre or post multiplication. PFENG_ANIMATE Same as PFENG_MATRIX except that the sources are arrays of animation frames. PFENG_BBOX Computes the bounding box of the input array of data. PFENG_TIME Takes a time, in seconds, and makes it into a frame number that is useful in driving the frame source of PFENG_MORPH, PFENG_BLEND, and PFENG_ANIMATE. PFENG_STROBE Switches iteration sets of floats, called items, between an on and off based on time. PFENG_USER_FUNCTION User-defined function. pfEngine::getFunction() returns the pfEngine type. These engine types are described in further detail in “Setting Engine Types and Modes” on page 448. To delete a pfEngine, as with all pfObjects, use pfDelete(). 447 Chapter 14: Dynamic Data Setting Engine Types and Modes Table 14-1 lists the different types of IRIS Performer-supplied pfEngines. Many of the pfEngines have different modes of operation. For example, PFENG_ANIMATE offers the following modes: • PFENG_ANIMATE_ROT • PFENG_ANIMATE_TRANS • PFENG_ANIMATE_SCALE_UNIFORM • PFENG_ANIMATE_SCALE_XYZ • PFENG_ANIMATE_BASE_MATRIX All of these modes specify what the engine changes. PFENG_ANIMATE_ROT, for example, specifies that the engine rotates a geometry, PFENG_ANIMATE_TRANS translates a geometry, and PFENG_ANIMATE_SCALE_UNIFORM scales a geometry. pfEngine::setMode() sets the mode value; pfEngine::getMode() returns the mode value. The following sections describe the engine types and their mode values, if any. PFENG_SUM Engines PFENG_SUM adds arrays of floats to form a destination array of floats. One use for PFENG_SUM is aligning geometries to height, such as buildings, to a pfASD terrain. Since PFENG_SUM can have as few as one source it can be used to simply copy data from one location to another. PFENG_MORPH Engines Morphing is the smooth transition from one appearance to another. The effect is achieved through the reorientation of the vertices in pfGeoSets. Morphing can refer to geometries and their attributes. For example, you could “morph” the following: 448 • Color to simulate a flickering fire. • Texture coordinates to simulate rippling ocean waves. • Coordinates to make a 3D model of a face smile or frown. pfEngine PFENG_MORPH sets the destination of the pfEngine to a weighted sum of its sources. To specify the weighting, you use either: • PFENG_MORPH_WEIGHTS • PFENG_MORPH_FRAME PFENG_MORPH_WEIGHTS contains an array of floats, or weighting values. PFENG_MORPH_SRC(n) is also an array; there is one element for each pfEngine source. To create the morph weighting, element 0 of PFENG_MORPH_WEIGHTS is multiplied by PFENG_MORPH_SRC(0); element 1 is multiplied by PFENG_MORPH_SRC(1), and so on. PFENG_MORPH_FRAME contains a single float. This float specifies the weighting between two pfEngine sources, PFENG_MORPH_SRC(n). The integer portion of the float specifies the first of the two consecutive sources, and the decimal portion of the float specifies the weighting between those sources. For example, a PFENG_MORPH_FRAME of 3.8 would mean PFENG_MORPH_SRC(3) * 0.2 + PFENG_MORPH_SRC(4) * 0.8. For an example of a morph engine, see morph_engine.C in sample/pguide/libpf/C++. PFENG_BLEND Engines PFENG_BLEND is a light-weight version of PFENG_MORPH. PFENG_BLEND sets the pfEngine destination to a weighted sum of elements of the pfEngine sources. To specify the weighting, you use either: • PFENG_BLEND_WEIGHTS • PFENG_BLEND_FRAME These weighting mechanisms work identically to those in “PFENG_MORPH Engines,” with the following exception: the source, PFENG_BLEND_SRC(n), should contain iteration elements. Each element is a set of floats, called items. The number of elements in each set is called a stride. So, the iteration items for pfEngine source 0 begin at items number 0 * stride; for source 1, at items number 1 * stride, and so on. PFENG_BLEND_WEIGHTS contains an array of floats, one for each of the pfEngine sources, PFENG_BLEND_SRC(n). 449 Chapter 14: Dynamic Data PFENG_BLEND_WEIGHTS(0) is multiplied by the items starting at PFENG_BLEND_SRC(0*stride); PFENG_BLEND_WEIGHTS(1) is multiplied by the items starting at PFENG_BLEND_SRC(1*stride) and so on. PFENG_BLEND_FRAME contains a single float. This float specifies the weighting between two consecutive PFENG_BLEND_SRC(n) sources. The integer portion of the float specifies the first of the two consecutive sources, and the decimal portion of the float specifies the weighting between those sources. For example, a PFENG_BLEND_FRAME of 3.8 would mean PFENG_BLEND_SRC(3) * 0.2 + PFENG_BLEND_SRC(4) * 0.8. For an example of a blend engine, see blend_engine.C in sample/pguide/libpf/C++. PFENG_TRANSFORM Engines PFENG_TRANSFORM transforms the PFENG_TRANSFORM_SRC(n) array of floats by the matrix contained in PFENG_TRANSFORM_MATRIX. PFENG_ALIGN Engines PFENG_ALIGN generates an alignment matrix based on the sources. One use for PFENG_ALIGN is to align moving objects, such as vehicles, to a pfASD. PFENG_ALIGN_POSITION determines the translational portion of the matrix. If PFENG_ALIGN_POSITION is NULL, the translational portion of the matrix is set to all zeros. PFENG_ALIGN_NORMAL and PFENG_ALIGN_AZIMUTH determine the rotation portion of the matrix. If either are NULL, the rotation portion of the matrix is set to all zeros. PFENG_MATRIX Engines PFENG_MATRIX generates a matrix based on its sources. Applied to vertex coordinates of pfGeoSets, these routines provide the same mathematical effect as using pfDCSs in a scene graph. However, these pfEngines will use the host to compute the vertices and thus eliminate the need for matrices to be evaluated in the graphics pipeline. This trade-off might produce a faster rendering frame rate if there are sufficient host CPU resources for the computation involved. 450 pfEngine The following tokens specify the kind of action performed by the PFENG_MATRIX engine: PFENG_MATRIX_ROT rotates a geometry according to heading, pitch, and roll values; the equivalent is pfDCS::setRot(). PFENG_MATRIX_TRANS transforms a geometry; the equivalent is pfDCS::setTrans(). PFENG_MATRIX_SCALE_UNIFORM uniformly scales a geometry; the equivalent is pfDCS::setScale(). PFENG_MATRIX_SCALE_XYZ non-uniformly scales a geometry; the equivalent is pfDCS::setScale(x, y, z). PFENG_MATRIX_BASE_MATRIX contains a pfMatrix that is either pre or post multiplied against the matrix generated by the other sources, depending on the PFENG_MATRIX_MODE mode set by the setMode() method; PF_OFF specifies pre-multiplication, PF_ON specifies post-multiplication. Any or all of the sources can be NULL, in which case they have no effect on the resulting matrix. PFENG_ANIMATE Engines PFENG_ANIMATE animates a matrix based on its sources. This engine type is similar to PFENG_MATRIX, but instead of using single values for rotation, translation, and scaling, PFENG_ANIMATE uses arrays of values. To specify the weighting, you use either: • PFENG_ANIMATE_WEIGHTS • PFENG_ANIMATE_FRAME PFENG_ANIMATE_WEIGHTS contains a float for each of the values in the rotation, translation, and scale sources. PFENG_ANIMATE_SRC(n) is also an array; there is one element for each pfEngine source. To create an animation, element zero of PFENG_ANIMATE_WEIGHTS is multiplied by PFENG_ANIMATE_SRC(0); element one is multiplied by PFENG_ANIMATE_SRC(1), and so on. 451 Chapter 14: Dynamic Data PFENG_ANIMATE_FRAME contains a single float. This float specifies the weighting between two of the values in the rotation, translation, and scale sources. The integer portion of the float specifies the first of the two consecutive values, and the fractional portion of the float specifies the weighting between those values. For example, a PFENG_ANIMATE_FRAME of 3.8 would mean PFENG_ANIMATE_SRC(3) * 0.2 + PFENG_ANIMATE_SRC(4) * 0.8. The following tokens specify the kind of action performed by the PFENG_ANIMATE engine. PFENG_ANIMATE_ROT rotates a geometry according to heading, pitch, and roll values; the equivalent is pfDCS::setRot(). PFENG_ANIMATE_TRANS transforms a geometry; the equivalent is pfDCS::setTrans(). PFENG_ANIMATE_SCALE_UNIFORM uniformly scales a geometry; the equivalent is pfDCS::setScale(). PFENG_ANIMATE_SCALE_XYZ non-uniformly scales a geometry; the equivalent is pfDCS::setScale(x, y, z). PFENG_ANIMATE_BASE_MATRIX contains a pfMatrix that is either pre- or post-multiplied against the matrix generated by the other sources depending on the PFENG_MATRIX_MODE mode set by the pfEngine method, setMode(). Any or all of the sources can be NULL, in which case they have no effect on the resulting matrix. For an example of an animate engine, see fcs_animate.C in sample/pguide/libpf/C++. For more information about animation, see “Animating a Geometry” on page 456. PFENG_BBOX Engines PFENG_BBOX generates a bounding box that contains the coordinates of the pfEngine source, PFENG_BBOX_SRC. 452 pfEngine PFENG_TIME Engines PFENG_TIME takes a time in seconds and converts it to a frame number, which can drive the sources of the following engine types: PFENG_MORPH, PFENG_BLEND, and PFENG_ANIMATE. PFENG_TIME_TIME is the source time in seconds. This is usually connected to the pfFlux returned from pfFlux::getFrame(). PFENG_TIME_SCALE contains four floats that are used to modify the incoming time: • PFENG_TIME_SCALE[0] is an initial offset. • PFENG_TIME_SCALE[1] is a scale factor. • PFENG_TIME_SCALE[2] is a range. • PFENG_TIME_SCALE[3] is a final offset. The PFENG_TIME_MODE mode, set with pfEngineMode(), determines how the destination number moves between its start and end point. The two mode values include: • PFENG_TIME_CYCLE makes the destination number go from start to end then restarts again at the beginning. • PFENG_TIME_SWING makes the destination number go back and forth between the start and end. Note: This mode is related to the interval mode of a pfSequence. If the PFENG_TIME_TRUNC mode is set to PF_ON, the result is truncated. PFENG_STROBE Engines PFENG_STROBE switches iteration sets of floats, called items, between ON and OFF based on time. One use of PFENG_STROBE is light point animations. PFENG_STROBE_TIME is the source time in seconds. This data is usually connected to the pfFlux returned from pfFlux::getFrame(). 453 Chapter 14: Dynamic Data PFENG_STROBE_TIMING contains iterations sets of three floats: • PFENG_STROBE_TIMING[n*stride + 0] is the ON duration. • PFENG_STROBE_TIMING[n*stride + 1] is the OFF duration. • PFENG_STROBE_TIMING[n*stride + 2] is an offset. PFENG_STROBE_ON contains iteration sets of floats, called items. PFENG_STROBE_OFF contains iteration sets of floats, called items. If PFENG_STROBE_OFF is NULL, all off states are 0.0. For an example of animation using a strobe engine, see strobe_engine.C in sample/pguide/libpf/C++. PFENG_USER_FUNCTION Engines When a pfEngine is of type PFENG_USER_FUNCTION, you specify the function of the pfEngine using pfEngine::setUserFunction(). pfEngine::getUserFunction() returns the pfEngine type. For an example of animation using a user-defined engine, see user_engine.C in sample/pguide/libpf/C++. Setting Engine Sources and Destinations pfEngine sources can be any number of objects, including pfFluxs, pfMemory’s, and pfEngines. The sources provide the input data for the pfEngine. pfEngine destinations are pfFluxs, which contain the pfEngine output. pfEngine::setSrc() and pfEngine::setDst() set the pfEngine sources and destination, respectively. pfEngine::getSrc() and pfEngine::getDst() return the pfEngine sources and destination, respectively. pfEngine::getNumSrcs() returns the number of sources. A pfEngine can only have one destination. 454 pfEngine Setting Engine Masks pfEngine masks are bit masks that provide a means of selectively triggering pfEngines. Only those pfEngines that have masks that match the evaluation mask can be triggered, as shown in the evaluation method: pfEngine::evaluate(int mask) pfEngine::setMask() and pfEngine::getMask() set and return pfEngine masks, respectively. Setting Engine Iterations You can make pfEngines repeat their calculations, called iterations, when operating on an array of data instead of on a single piece of data. You also specify the unit of data, called an item, for example, a vector would have three items per unit. For example, if you want to add two arrays of 100 pfVec3s each, you set iteration to 100 and item to 3. pfEngine::setIterations() and pfEngine::getIterations() set and get iterations, respectively. Setting Engine Ranges There are times when you might like to reduce computation needs by not evaluating engines, for example, when the eye point is far from the geometry being animated by a pfEngine. You establish the location of an animated geometry, and an area located around the geometry using pfEngine::setEvaluationRange(). Only when the eye position is within that area can the pfEngine be evaluated. The range functionality is only enabled when the PFENG_RANGE mode, created by pfEngine::setMode(), is set to PF_ON; the default is PF_OFF. Evaluating pfEngines To evaluate a pfEngine, you use one of the forms of pfEngine::evaluate() or pfFlux::evaluate(). 455 Chapter 14: Dynamic Data For more information about pfFlux::evaluate(), see “Triggering pfFlux Evaluation” on page 440. The two forms of evaluate() are: void pfEngine::evaluate(int mask); void pfEngine::evaluate(int mask, pfVec3 eye_pos); For more information about mask, see “Setting Engine Masks” on page 455. The second form of the method specifies the location of the viewer. The engine is only evaluated if the location of the viewer, eye_pos, is within the range of the pfEngine, set by pfEngine::setEvaluationRange(). For more information about the range of a pfEngine, see “Setting Engine Ranges” on page 455. Note: The eye position has no effect on evaluation of the pfEngine if the PFENG_RANGE_CHECK mode is PF_OFF, the default. Animating a Geometry To animate a geometry using a combination of pfFlux, pfFCS, and pfEngines nodes, use the following guidelines: 1. Initialize and populate the pfFluxes. 2. Connect pfMemory or pfFluxes as the sources of a pfEngine. 3. Connect a pfFlux to the output destination of the pfEngine. 4. Connect the pfFlux containing the output of the pfEngine to the scene graph in one of three ways: • connect it as an attribute of a pfGeoSet using setAttr() • connect it as the bounding box of a pfGeoSet using setBound() where the mode argument is set to PFBOUND_FLUX • connect it directly to a pfFCS using setFlux() 5. Set up any needed flux sync groups for synchronizing transformations. This scenario is the simplest set up; it is represented graphically in Figure 14-1. More complicated scenarios include chaining pfEngines together or running multiple geometries off of one pfFCS node. 456 Animating a Geometry The following code sample provides an implementation of the animation procedure: Example 14-2 Connecting Engines and Fluxs // create the nodes pfFlux *myData1 = new pfFlux(100 * sizeof(pfVec3)); pfFlux *myData2 = new pfFlux(100 * sizeof(pfVec3)); pfEngine *myEngine = new pfEngine(PFENG_SUM); pfFlux *engineOutput = new pfFlux(100 * sizeof(pfVec3)); pfFCS myFCS = new pfFCS(); pfGeode myGeode = new pfGeode(); // initialize and populate the flux nodes myData1->init(); myData2->init(); // attach the pfFlux nodes as the source of the pfEngine myEngine->setSrc(0, myData1, 0, 3); myEngine->setSrc(0, myData12, 0, 3); // attach a pfFlux to the output of the pfEngine myEngine->setDst(engineOutput, 0, 3); myEngine->iterations(100, 3); // connect the pfFlux output node to the scenegraph myFCS->setFlux(engineOutput); // attach child geometry to be tranformed by the FCS myFCS->addChild(myGeode); ... // compute the data in the source pfFluxes to the engine float *current = (float *)myData1->getWritableData(); ... // compute data myData1->writeComplete(); 457 Chapter 15 “Active Surface Definition” This chapter describes the Active Surface Definition (ASD): a library that handles real-time surface meshing and morphing. Chapter 15 15. Active Surface Definition Active Surface Definition (ASD) is a powerful real-time surface meshing and morphing library. It enables you to roam surfaces that are too large to hold in system memory very quickly. The surfaces, called meshes, are represented by triangles from more than one LODs. ASD is a library that handles real-time surface meshing and morphing in a multiprocessing and multichannel environment. pfASD is an IRIS Performer scene graph node that allows you to place ASD information in a scene graph. This chapter describes how to create and use ASD. Overview In the past, IRIS Performer applications have dealt with large surfaces in two ways: • Level of detail (LOD), where the whole surface is one LOD. • Patches, where the surface is broken into geometrical subunits, each of which can be at a different LOD level. Each of these approaches has its disadvantages: • When the entire surface is one LOD, with large surfaces, memory limitations often require such a high LOD that the resolution is poor. • Patches can only morph between adjacent LODs, which is insufficient in large surfaces. The result is visible borders between LODs. 461 Chapter 15: Active Surface Definition Active Surface Definition (ASD) is designed to solve these problems. ASD is a powerful real-time surface meshing and morphing library characterized by the following features: 1. Transitions between different levels of detail (LOD) appear smooth and void of spatial or temporal artifacts. Vertex position, normal, color, and texture coordinates can be morphed. 2. LODs can be generated using simple adaptations of well-known, non-uniform-tessellation surface subdivision algorithms. 3. ASD is real-time; in multiprocessor mode, it can sustain 60HZ operation while displaying complex surfaces. 4. Nearly-coplanar objects, such as road surfaces, are accurately represented in the non-uniform tessellation of each LOD using local textures. 5. Objects, such as buildings, may be modeled and rendered using alternate algorithms, yet remain attached to the surface. 6. Triangles substantially outside the viewing frustum are culled from rendering. 7. The evaluation function that specifies the morphing factor for each geometry is specified at run-time, which allows traversal to be optimized for different applications and data sets. 8. Huge surfaces, such as one-meter data of the entire United State, are supported using run-time paging from disk memory. The pfASD approach uses a modeling surface that is a single, connected surface rather than a collection of patches. An ASD surface contains several hierarchical level of detail (LOD) meshes where one level encapsulates a coarser LOD than the next. When rendering an ASD surface, an evaluation function selects polygons from the appropriate LODs and constructs a valid meshing to best approximate the real surface on the screen. Unlike existing LOD schemes, pfASD selects triangles from many different LODs and combines them into a final surface. This feature lets a fly-through over a surface use polygons from higher LODs for drawing nearby portions of the surface in combination with polygons from low LODs that represent distant portions of the surface. To review an ASD application, see perf/test/simpleASD/simpleASD.C. 462 Using ASD Using ASD Modern computer graphics systems render objects represented by faceted surfaces comprised of triangles. While rendering performance is increasing steadily, it remains necessary to limit the number of triangles that are rendered if a real-time rendering rate of 60 frames per second or greater is to be maintained. Triangles may be omitted with no loss of image quality if they represent objects that are not in the field of view (view frustum culling) or if they represent objects whose visibility is occluded by other, nearer objects. The number of rendered triangles can also be dramatically reduced with little or no loss of image quality if multiple representations of each object are maintained, and the representation used has as little detail as is necessary for displaying a good-quality image. This technique and a body of others related to it are collectively referred to as level of detail (LOD) reduction, and the multiple object representations are known as LODs. LOD Reduction LOD reduction is not a new idea, having been practiced in the field of real-time image generation for at least two decades. Early implementations eliminated the sudden, visible transition from one level of detail to another by alpha blending two models over a period of several frame times. More recently the fade transition has been replaced by a geometric morph solution, which eliminates the need to temporarily render additional triangles, and interacts more nicely with depth buffer hidden surface elimination. When the object being rendered is very large, there is no single level of detail that is optimal for the entire object. Instead, it is desirable to render the object with a smooth variation of level of detail, allowing nearer portions to be represented accurately, and farther portions to be represented efficiently. The need for spatially varying level of detail is particularly acute when rendering terrain, which may range from several feet to hundreds of miles from the viewpoint. Early attempts to support multiple LOD terrain modeled the surface as separate tiles, each of which was rendered at a single level of detail. This approach results in physical discontinuities between neighboring tiles rendered with different levels of detail, which are visible as obvious ``walls.’’ 463 Chapter 15: Active Surface Definition Triangulated Irregular Networks Triangulated irregular networks (TINs) can approximate a surface with fewer polygons than other uniformly-grided representations. However, TIN models are hard to create dynamically at interactive rates. Regular data, on the other hand, allows easier construction of LODs at interactive rates. We propose a new terrain framework, Active Surface Definition (ASD), that combines the advantages of both regular and irregular networks. The terrain database is pre-computed and stored in a hierarchical structure of efficient, irregular triangulations. LOD reduction is performed on the data structure at real-time frame rates, varying levels of detail both spatially and temporally. Hierarchical Structure Active Surface Definition defines a hierarchical structure that organizes all the LODs of a terrain. At run-time ASD traverses the structure, selecting triangles from different LODs to render the portion of the terrain that is within the culling frustum. Triangles are rendered either at pre-stored locations, when they are in a particular fully-morphed portion of a LOD range, or at computed morphed locations, when they are in the morphing transition portions of the LOD range, as shown in Figure 15-1. 464 Using ASD D LO D LO D LO D LO 4 3 2 1 Morphing zones Figure 15-1 Morphing Range Between LODs Figure 15-1 shows the complete object represented by an LOD. ASD is often used for very large terrains, like a map of the United States, so the entire terrain cannot fit into a single LOD range. In that case, parts of the large terrain would be represented by different LODs, as shown in Figure 15-2. 465 Chapter 15: Active Surface Definition Figure 15-2 Large Geometry In Figure 15-2, different parts of the terrain are displayed at different levels of resolution. ASD Solution Flow Chart To visualize large terrains using ASD, you use the following steps, which are portrayed in Figure 15-3: 1. Collect raw, elevation data. 2. Use a modeler to create ASD structures from the raw elevation data. There are various triangle tessellation algorithms that can be used to model the terrain into TINs. Adaptive tessellation and accurate representation and minimum visual distraction between LODs are potentially all supported by pfASD structures. 3. Place the ASD structures into a scene graph by attaching them to pfASD nodes. 466 A Very Simple ASD 4. Design an evaluation function that shows when a particular triangle on a particular LOD level in ASD structure should be selected. 5. IRIS Performer traverses and evaluates pfASD structures at run-time to create an active mesh that is used for rendering. Raw elevation data Modeler pfASD structures Performer Evaluation function Figure 15-3 Active mesh ASD Information Flow A Very Simple ASD To demonstrate the ASD concept, we shall now build a very simple ASD surface. The surface has two representations, which corresponds to two levels of detail (LOD). The coarser level, LOD 0, has only a single triangle: T0. The finer level, LOD 1, has four triangles: T1, T2, T3, T4, as shown in Figure 15-4. 467 Chapter 15: Active Surface Definition V1 T0 LOD 0 V0 __ d2 __ d0 __ d1 V2 V1 M0 T4 V0 M1 T2 T1 LOD 1 T3 M2 Figure 15-4 V2 A Very Simple pfASD pfASD requires that we specify a morphing relationship for the vertices in the two levels of detail. This relationship guides ASD to choose triangles from the appropriate LODs and place vertices in the correct positions. Morphing Vector Each triangle in LOD 0 can have up to four replacement triangles in a higher LOD. pfASD imposes the limitation that the replacement of T0 must include the vertices V0, V1, V2, and may include three more vertices. In our case, the replacement of T0 includes the vertices V0, V1, V2, M0, M1, M2. We express the morph behavior between two levels by describing the morph behavior of the triangle vertices. Since V0, V1, and V2 remain unchanged, we need only specify the morphing behavior, or the morphing vector, M0, M1, and M2. The morphing vector of a vertex is a vector connecting the vertex to an edge of the lower resolution triangle. We specify morphing vectors d0, d1, and d2 for the vertices M0, M1,and M2, respectively. The triangles in LOD1 can now morph smoothly by morphing the vertex M0, M1, and M2 along their morphing vectors d0, d1, and d2. 468 ASD Elements We call the edge position (M1+d1) unmorphed, and the M1 position fully morphed. The unmorphed position is the reference position of a vertex because it is a reference to show how a vertex should be coplanar with the triangle in the lower LOD when we replace the lower LOD triangle with a higher LOD triangles, while providing the least amount of visual distraction. The fully-morphed position is the final position of a vertex; that position should be chosen from the original raw data by various triangulation algorithms. It is recommended that the reference position be defined after the final position is chosen to most accurately design the adaptive tessellation of a terrain. pfASD handles the morphing of other attributes, such as normals, colors, and texture coordinates as well. This completes the construction of a very simple pfASD. When flying over this model— say from V0 towards M1—pfASD shall morph M0 and M2 first, and continue to morph M1 as we get closer to the edge [V1,V2]. In other words, pfASD will morph closer triangles into their higher LOD first. A Very Complex ASD To view a complex ASD, run perfly with the yosemite data supplied in the images. Observe that the entire, visible terrain is represented by more than one LOD. ASD Elements pfASDs create active meshes to accurately and efficiently render terrains. A mesh is a surface tessellated into triangles, as shown in Figure 15-2. Each frame contains an active mesh. ASD reduces visual discontinuities between meshes by morphing geometry. pfASD is defined by the following elements: • Vertices • Triangles • Evaluation function 469 Chapter 15: Active Surface Definition Vertices The triangles of all LODs share a single pool of vertices: those vertices that define the triangles of the highest LOD. A few vertices exist in all the LODs. These vertices define the triangles in LOD0, and are typically chosen as corners of the terrain or other significant features. Each of the remaining vertices exists in a contiguous set of LODs, including the highest LOD. In order to facilitate the gradual introduction of a vertex into the terrain, the actual position of each vertex is supplemented by a reference position. If i is the lowest LOD that includes a vertex, then that vertex is located at its actual position in LODs i through (n-1), and is morphed between its reference position and its actual position during the morphing zone of LODi that is adjacent to LOD(i-1) range. Note: ASD could be extended to support multiple reference positions per vertex, allowing vertices to morph between multiple LODs. This extension may be supplied in the near future depending on demands. A vertex is represented by its final position (pfVec3) and a morphing vector (pfVec3), which represents the difference between the final position and the reference position. The current position of a vertex is computed as: Vvertex = V0 + mVd V0 is the final position of a vertex, m is the current morphing weight, and Vd is the morphing vector. Notice that the reference position of a vertex is always chosen to lie on an edge of a triangle from the lower LOD, though not necessarily at the centers of these edges. This is to ensure that the replacement of the lower LOD by the higher LOD happens when they are at coplanar positions, which eliminates sudden popping artifacts. Attributes are represented by final position as well, as shown in Figure 15-5. 470 ASD Elements Final positions Reference positions Figure 15-5 Reference Positions Normals, colors, and texture coordinates can all be linearly interpolated, as specified. A vertex always morphs along the morphing vector, vd. When m = 1, the vertex is at a no-morph position, which means it most likely is not part of the active mesh, because it is on an edge of the parent triangle. Triangles A triangle exists in only one particular LOD. If the triangle is too coarse to accurately represent the current terrain, the triangle is removed from the active mesh. The position of a triangle is determined by the positions of its vertices, which may be morphed along the morphing vector. In the pfASD structure, each triangle node, called an pfASDFace, can have up to four children. A sequence of frames may render the meshes shown in Figure 15-6. Figure 15-6 Triangulated Image 471 Chapter 15: Active Surface Definition As the distance between a vertex, P, and a viewer changes through the morphing range, the side of the triangle associated with P is replaced by two edges from the next LOD. Figure 15-7 shows how the next LOD triangles replace the current LOD triangles. 4 3 1 2 LOD1 Figure 15-7 LOD2 LOD1 Replaced by LOD2 Figure 15-7 shows the shapes of the triangles in two adjacent LODs. Notice that only one side of the triangle on the left is changed; in this case, the original triangle is now replaced by two triangles. The triangle that was on the right is now completely gone; in it’s place are four triangles, as labeled. One triangle can be replaced by up to four child triangles, depending on whether one, two, or three sides of the triangles are replaced by two lines. Sides shared by two triangles are evaluated only once. Morphing the shared side of one triangle necessarily morphs it to the same position in the neighboring triangle. Evaluation Function The evaluation function determines the morph weight of every vertex. This function returns a floating point value between 0.0 and 1.0 where 1.0 means the vertex is not morphed and therefore not active. Since it is not active, it is not in the current mesh; it’s geometry is represented by coarser LOD triangles. 0.0 means that the triangle is completely morphed. In this case, the vertices are in their final positions in the active mesh. Any number between 0.0 and 1.0 signifies a morphed position. IRIS Performer constructs a smooth mesh based on the results from the evaluation function. You can customize an evaluation function so that it applies to your application. For example, instead of distance, your evaluation function might be based on altitude. For more information about the evaluation function, see “Default Evaluation Function” on page 483. 472 Data Structures Data Structures Raw geometry data is converted into a tree-like, hierarchical structure of data, as shown in Figure 15-8. LOD0 LOD1 P1 C1 Figure 15-8 P2 C2 C3 C4 C5 C6 Data Structures In Figure 15-8. each horizontal layer of triangles is equivalent to a single LOD mesh. The nodes in the tree structure represent triangles in LOD layers of the terrain. Each triangle contains three end vertices and up to three reference vertices. These vertices are indices into the vertex and attribute arrays. A vertex may be shared by multiple triangles within a single LOD and by many more triangles throughout the data structure. A single position pair suffices for all the triangles that share a vertex, but each triangle may specify its own vertex attribute pairs. This is the reason that the vertex and attribute arrays are represented separately. In Figure 15-8, the nodes in the top, root level represent the two LOD0 triangles shown in Figure 15-6. The six triangles from LOD1, labeled C1 through C6, correspond to nodes from the second level in the tree. 473 Chapter 15: Active Surface Definition IRIS Performer uses three data structures to encapsulate the triangle mesh information: • Triangle—encapsulates information about the sides, vertices, attributes, reference points, parent, and children of a triangle. • Attributes—encapsulates information about the attributes of each vertex, including the normal, color, and texture coordinates. • Vertex—encapsulates information about a morphing vector and the coordinates of its final position. Figure 15-9 shows the data structures, their fields, and their relationships. fac eID pfs Fac e lev el pfT ver tID tDi ghb f orh ood t (3 ) ) Figure 15-9 (3) sat t (3 chi ) ld ( 4) ASD Data Structures The following sections describe these data structures in detail. 474 ) ma ver attr l (3 nor it (3 t nei tsid rt pfT ma spl ver ver e rra e inV nor lDif Co lor (3) (4) Co lorD if (4 ) Tco od Tco (2) odD if (2 ) ai err nA ttr Data Structures Triangle Data Structure The Triangle data structure in PFASD contains information about the triangles in the triangle mesh. typedef struct pfASDFace { int level; int tsid; int vert[3]; int attr[3] int refvert[3]; int refattr[3]; int child[4]; int refvert[3]; ushort gstateid; ushort mask; } pfASDFace; Table 15-1 describes the fields in the Triangle data structure. Table 15-1 Fields in the Triangle Data Structure Field Definition level Triangle’s LOD level. tsid Triangle strip ID. vert[3] Coordinates of the triangle’s three vertices. refvert[3] Coordinates of the triangle’s (up to) three reference points. attr[3] Pointer to attribute values for each of the triangle’s three vertices. refattr[3] Pointer to attribute values for each of the triangle’s (up to) three reference points. child[4] Triangle IDs of the triangle’s (up to) four child triangles. gstateid GeoState ID. mask Specifies whether or not to render the triangle. 475 Chapter 15: Active Surface Definition Triangle IDs and LOD Levels Each triangle in the database has an ID. Since one triangle can be replaced by as many as four triangles, child[4] is an array of child triangle IDs. The child IDs may be listed in any order in the array. Do not list the same child more than once in the child array. If a triangle does not have four children, as is the case of the triangle on the left in Figure 15-7, enter the token PFASD_NIL_ID in the child[4] array where normally you would enter the IDs of the child triangles. An ASD node may very likely have more than one texture in it, so it contains more than one pfGeoState; one for each texture. gstateid specifies the pfGeoState object the triangle face uses. There are times when you might like to have a triangle face specified in the structure, but not draw it. For example, you need the triangles of the ground under an airport so that you can place the airport on it. However, since the triangles are covered by the airport, you don’t want to render them. mask allows you to prevent the rendering of the triangle face specified in the structure. As shown in Figure 15-8, each triangle is resident in a particular LOD level. level defines the LOD of the triangle. If the viewer is moving within one LOD, chances are they need to see other triangles at the same LOD level. Discontinuous, Neighboring LODs There are many cases in which you can have neighboring triangles with discontinuous LOD levels, for example, a high-resolution insert of a scene might be LOD level 5 and surrounded by triangles of LOD 1. When neighboring triangles have discontinuous LOD levels, the lower-resolution triangles must have, as shown in Figure 15-10: 476 • Reference vertices on all triangle edges. • PFASD_NIL_ID entered in the fields for all four of it’s children. Data Structures Reference vertices defined Discontinuous, Neighboring LODs Figure 15-10 Triangle Strips You can increase the rendering speed of your application by using triangle strips. Triangle strips are groups of contiguous triangles that together form a strip, as shown in Figure 15-11. 14 13 11 10 7 12 6 9 8 5 4 Figure 15-11 Triangle Mesh Triangle strips improve rendering performance because, after the first triangle in the strip, each additional triangle can be added by defining only one additional vertex. 477 Chapter 15: Active Surface Definition pfASD does not generate triangle strips dynamically. Triangle strips are pre-generated at modeling time and represented using tsid in the pfASDFace structure. Only triangles from the same ASD face tree level can be in the same triangle strip. The tsid numbers are sorted at run-time to connect as many triangles from the same triangle strips together as possible. Triangles with consecutive tsid values are placed in one triangle strip. pfASD: 1. Evaluates the LOD structure. 2. Picks the triangles at the desired LODs. 3. Culls the triangles to the visible frustum. 4. Sorts the triangles by their tsid. 5. Generates triangle strips of triangles with consecutive tsid values. Figure 15-12 shows an example of a set of triangles with consecutive tsid values. 2 2 0 0 0 2 tsid=6 tsid=8 2 00 0 tsid=10 tsid=3 tsid=7 1 1 1 2 0 0 tsid=9 2 1 1 tsid=2 2 1 tsid=11 1 2 1 Figure 15-12 Using the tsid Field pfASD generates a triangle strip from the vertices marked 0, 1, and 2 in the triangle with tsid=2, followed by the vertex marked 2 in the triangle with tsid=3. The triangle with tsid=6 marks the beginning of the next triangle strip, vertices marked 0, 1, and 2 in triangle with tsid=6, followed by vertices marked 2 from triangles with tsid 7, 8, 9, 10, and 11. It is very important to start a triangle strip on an even triangle strip ID. For example, triangles in the first triangle strip can have IDs 0, 1, 2...; but they can’t have 1, 2, 3,... Vertices should be listed in pfASDFace in counter clockwise order, with the last vertex to be the vertex in the triangle strip. 478 Data Structures At the termination of a triangle strip, there must be a non-consecutive tsid in the next triangle, as shown in Figure 15-12. Assigning the numbers 3 and 6 forces these triangles into separate triangle strips. Assigning all triangles to the same tsid would separate all of them into strips with only one triangle. Note: pfASD sorts all the visible triangles by tsid. tsid values, therefore, must not overlap in different areas of the surface. pfASD does not check that triangles with consecutive tsid values are indeed neighboring. Vertex and Reference Point Arrays The vertex and reference point arrays, vert[3] and refvert[3], each contain three pfASDVert, which are the coordinates of the vertices and reference points. For more information on pfASDVert, see “Vertex Data Structure” on page 482. The order of the vertices and the reference points in the arrays must be counter clockwise, as shown in Figure 15-13. 1 C B 0 2 Figure 15-13 A Counter Clockwise Ordering of Vertices and Reference Points in Arrays Any of the vertices can be the first in the array. The first reference point in the array, however, must be the one on the side between the first and second vertex points, for example, the reference point on the hypotenuse of the triangle in Figure 15-13 should not be entered as the first reference point in the refvert{3] array because the bottom leg of the triangle contains the first two vertex points entered into the vert[3] array. If a triangle does not have three reference points, as is the case of the triangle on the left in Figure 15-5 (where only the hypotenuse has a reference point), enter the token PFASD_NIL_ID in the refvert{3] array where normally you would enter the indices of the reference points. 479 Chapter 15: Active Surface Definition Attributes Each vertex can have it’s own set of attributes. The attribute format is described in “Attribute Data Array” on page 480. The arrays, attr[3] and refattr[3], point to three vertex attribute array entries and three reference point attribute array entries. If a vertex or reference point is not assigned an attribute, enter the token PFASD_NIL_ID in the attr[3] or refattr[3] arrays where normally you would enter the pointer to the attribute array. Attribute Data Array Each vertex and reference point can be assigned an attribute. An attribute is an interleaved list of floats that consists of normal, color, and texture definitions, as follows: float float float float float float normal[3]; normalDif[3]; Color[4]; ColorDif[4]; Tcood [2]; TcoodDif [2] If any attribute is not defined, it should not be represented in the array, in which case the stride is shorter. Each attribute has two listings: the values of the attributes at the final positions, and how much they change during morphing. For example, the normal[3] array specifies the vector that is normal to the vertex at the final position, while the normalDif[3] array specifies the difference between the normal and its final position and the normal at its reference point. Color{4] and ColorDif[4] similarly specify the RGBA values at a vertex, and the color morphing vector. The texture coordinates, Tcood [2] and TcoodDif [2], specify the texture coordinates of vertices at their final position and the texture coordinates of the morphing vector. 480 Data Structures Setting the Attributes The attribute array of floats can contain normal, color, and texture coordinate information, or it can contain any combination of attributes. You specify which of the attributes are in the attribute array of floats by setting the pfASDAttr() mask. To specify that you are including some or all of the attribute values in the attribute array, you use pfASDAttr() with one or more of the following tokens OR’d together: • PFASD_NORMALS • PFASD_COLORS • PFASD_TCOORDS For example, to specify normal and color attributes only, use the following statement: pfASDAttr(PFASD_NORMAL | PFASD_COLOR); If certain attributes are not specified in pfASDAttr, they should not be included in the attribute array. pfASD only takes one set of per-vertex-per-face attributes and one set of overall attributes. Global Attributes If you want to use the same attribute value for all normals, colors, or texture coordinates, you can specify a global attribute value rather than making the same entry for each normal, color, or texture coordinate attribute. To specify a global attribute, use the following statement: pfASDAttr(..., PFASD_OVERALL_ATTR, attr); attr, an array of floats, holds a set of attributes and their morphing vectors. You can mix a global attribute with a different attribute that is per vector. 481 Chapter 15: Active Surface Definition Vertex Data Structure The vertex data structure, defined as follows, holds the coordinate information of vertices and their vertex vectors. typedef struct pfASDVert { pfVec3 v0, vd; int neighborid[2]; int vertid; } pfASDVert; Each vertex has an ID, vertid, a set of coordinates, vo, and a vertex vector, vd. The vertex vector is the vector stretching from the final vertex toward the reference point. In a triangle strip, a line segment is commonly shared by two adjoining triangles, as shown in Figure 15-14. Neighborhood (1) Neighborhood (0) Figure 15-14 Vertex Neighborhoods The new vertex is shared by the adjoining triangles. Those triangles are referred to as the neighborhoods of the vertex. The neighborhood array contains the triangle IDs of the adjoining triangles in the previous LOD. If a side is not shared by two triangles, then one of the neighborhood array values should be PFASD_NIL_ID. 482 Data Structures Default Evaluation Function The default evaluation function, which returns a value between 0.0 and 1.0, is based on the distance between the vertex and the eyepoint: the farther away a vertex is, the lower its resolution. To use the default evaluation function, you must fill in the pfASDLODRange structure for each LOD. typedef struct pfASDLODRange { float switchin; float morph; } pfASDLODRange; LOD[i].switchin is the far edge of the LOD[i]. Take any vertex of a triangle in LOD[i] and compute the distance between the vertex and eyepoint. If this distance is more than LOD[i].switchin, the morphing weight of this vertex is 1.0 (NO_MORPH). If it is less, the morphing weight is calculated against the morphing zone. LOD[i].morph is the length of the morphing zone from the LOD[i].switchin far edge. The morph weight is (1-(LOD[i].switchin-dist)/LOD[i].morph). If the distance is less than LOD[i].switchin - LOD[i].morph, the morph weight is 0.0 (COMPLETE_MORPH). Overriding the Default Evaluation Function The evaluation function can be based on many things beside distance. For example, you might implement the evaluation function based on: • Line of sight—geometries directly in front of the camera have the highest resolution while geometries more peripheral have a lower resolution. • Direction—high resolution LODs appear only in one direction, for example, given the fuzzy nature of clouds, when a pilot looks straight ahead the clouds do not need to be rendered with great detail. When the pilot looks down, however, you might like them to see the terrain in great detail. • True size of projected triangle—triangles are replaced when they physically reach a specified size on the projector screen. 483 Chapter 15: Active Surface Definition • Event driven—an event triggers a change of LODs, for example, when a bomb explodes. • Shape—specific shapes in the scene, perhaps a tank, could be rendered in higher resolution than the surrounding countryside. None of these evaluation criteria can use the default evaluation function. Instead you must write your own evaluation function and register it as a callback function with pfASD using the following method: extern void pfASDEvalFunc(pfASD* _asd, pfASDEvalFuncType _eval); The evaluation function you provide, eval, must return a float between 0.0 and 1.0 and conform to a fixed format. pfASDEvalFuncType takes the argument vertid, which is the index of the vertex from the next LOD whose reference position is on this edge. Refer to asdfly/pfuEvalFunc.c for examples. pfASD Queries pfASD supplies a query mechanism for two kinds of objects: • Vertices with a down vector. A vertex query answers the question: Where does the ray through the vertex in the given down direction hit the surface? • Triangles with a projection vector and a down vector. A triangle query answers the question: Given a triangle, how does it project onto the current morphing pfASD? Or, given a triangle, supply a list of triangles describing the projection of this triangle on the surface. pfASD has a mechanism for manipulating arrays of vertices and triangles, and for reporting query results of surface geometries. Query results are kept in a pfFlux buffer. The application may read this buffer directly or connect it to a pfEngine for processing. These query mechanisms must run in sync with the evaluation function. The query results must be used in the same frame that the morphing status of a pfASD becomes active. To synchronize the behavior of pfASD geometry and query points, you need to set the correct pfFlux flags, as described in “Aligning Light Points Above a pfASD Surface Example” on page 490. 484 pfASD Queries Before describing the technical details of setting up a query array, the following section describes how to use these arrays. Aligning an Object to the Surface In the visual simulation arena, you often place objects on surfaces. Since the pfASD surfaces morph, the objects on top must move to remain on the surface. Some objects require only position changes. Others require angle changes as well. A building on top of a mountain side, for example, requires only a position change to match the current altitude of the surface under it. A car standing on the same mountain side, however, requires changing both its position and its angle in order to remain aligned to the surface. In the case of the building, it is enough to query the intersection between a query ray and the surface. In the case of the car, however, you must also calculate the surface normal at the intersection point. Casting a Shadow We often wish to cast the shadow of objects on the surface underneath them. Since the pfASD surface is morphing, we must morph the shadows accordingly. Given a triangle and a projection direction, we want to project the triangle on the surface and tessellate its projection so that we get a 3D representation of the shadow. We can later use these shadow triangles as decals to paint the shadow on the surface. Generating Decals Many times you wish to draw decals on a surface. In the context of surfaces, you may wish to add a road as a decal on the morphing surface. To make the road touch the surface, you must tessellate the polygons of the road so they conform to the shape of the surface. To tessellate the road, you project a triangle downwards and then tessellate the result. Adding a Query Array To add an array to the pool of queries, you use: • pfASD::addQueryArray() to add an array of vertices. • pfASD::addQueryGeoSets() to add an array of triangles. 485 Chapter 15: Active Surface Definition Both methods require a pfFlux as input. After completing the evaluation of a pfASD frame, pfASD fills the specified pfFlux objects with query results for all the visible query arrays. The query results become relevant at the next pfFrame along with the newly-evaluated pfASD geometry. To make sure the query results are used only when their corresponding geometry is active, add the corresponding pfFlux and the pfASD node to the same sync group using pfASD::setSyncGroup() and pfFlux::setSyncGroup(). Using ASD for Multiple Channels A channel is a view of a scene. There are three approaches to linking multiple channels: • Each channel uses the same database, the same viewpoint, the same evaluation function, and the same LODs, but the viewing angle is different for each channel. The effect is multiple channels that together create a continuous view, like that of a horizon. The views of the scenes in each channel move together. For more information on this approach to multiple channels, see “Controlling Video Displays” on page 408. • Each channel uses the same database, a different viewpoint, the same evaluation function, and potentially different LODs. The effect is two or more views of the same scene, for example, one view might look along the terrain, another view might look down at the same terrain from above. This approach uses the pfASD API for creating multiple channels, as described in “Connecting Channels” on page 487. • Each channel uses the same database, a different viewpoint, different evaluation functions, and potentially different LODs. The effect is two or more views of potentially unrelated parts of a scene, for example, if the database is the earth, one view might be of someone traveling around the north pole, another view might be of someone traveling around the south pole. Because the only thing common to the two views is the database, you need to create two pfASD objects; one to handle each view. The following section explains how to do the second approach to connecting channels. 486 Combining pfClipTexture and pfASD Connecting Channels When you have two channels that share the same database and evaluation function and differ only in that they have different viewing angles of the same part of a scene, you can save processing time and save memory by attaching the two channels using pfChanASDattach(); pfChanASDdetach() detaches two channels. Making the two channels part of the same pfASD, processing time is improved because only one evaluation function is computed. Having one pfASD instead of two saves memory because two pfASDs requires maintaining two sets of the same scene. Combining pfClipTexture and pfASD A pfClipTexture is able to manage very large bodies of data, presenting only the part that is in view of the user. pfASD modifies the pfClipTexture such that the different parts of the pfClipTexture are presented using the correct LOD level. To use a pfClipTexture as part of a pfASD, use the following procedure: 1. Put the pfClipTexture into a pfGeoState. 2. Set the pfGeoState to a pfASD. pfASD accepts a list of pfGeoStates. 3. Define the center of the pfClipTexture in one of two ways: • Attach a pfuClipCenterNode to a pfASD, as shown in the .im loader Use pfuTexGenClipCenterNode and convert the eyepoint through texgen into texture space as the clipcenter. This technique should be used when cliptexture is applied using texgen. Set the proxy box equal to the rough boundary of the pfASD database. the boundary of the pfASD can be queried by calling pfGetASDBBox(asd, box). or • Use a PRE callback function with pfASD to set the clip center yourself. To see an example, refer to terrain.c. 4. If the clip texture is virtual, pfASD automatically sorts geometry into concentric cliprings to support the appropriate cliptexture limit and offset. Set the environment variable, PFASD_CLIPRINGS, to activate this feature. See libpfdem and libpfevt for examples. 487 Chapter 15: Active Surface Definition ASD Evaluation Function Timing The pfASD evaluation function commonly runs as a separate, asynchronous process. This process does not necessarily finish its evaluation when the App-Cull-Draw frame finishes. The new pfASD geometry becomes active (visible) at the end of the pfFrame that follows the completion of the pfASD evaluation. For example, if Draw frames 0, 1, 2, 3, 4... end at times 100, 200, 300, 400, 500... and the pfASD evaluation finishes at time 320, the new geometry is introduced into the scene graph at time 400, as shown in Figure 15-15. Draw frame: ASD Geometry ASD Evaluation Frame 0 0 1 2 3 4 asd0 asd0 asd0 asd1 asd1 1 5 2 Time 100 200 300 400 500 600 The pfASD evaluation process completes at time 320 but the new pfASD geometry enters the scene graph at time 400 Figure 15-15 pfASD Evaluation Process In Figure 15-15, it is important to align objects to the old geometry in Draw frame 2, and align to the new geometry in Draw frame 3. Query Results The query results must affect the aligned geometry in the same frame that the pfASD geometry becomes active. To achieve this, you must connect both the pfASD node and Matrix-Flux to the same sync group. In this way, when pfASD changes the active surface geometry, it also activates the newly calculated query results. 488 ASD Evaluation Function Timing In general, you should move as much processing to the pfASD process as possible. In Figure 15-15, all the query/alignment operations take place in the pfASD process. Since the entire evaluation is triggered by the query array writing to Result-Flux, the generation of the new pfFCS matrix in Matrix-Flux also takes place in the pfASD process. The only change to the time critical APP-CULL-DRAW sequence is a single pfFlux::getCurData() to get the updated pfFCS matrix. Aligning a Geometry With a pfASD Surface Example To align some geometry to a pfASD surface using query points, use the following procedure: 1. Pick an anchor point where you want the target geometry to go. 2. Generate a query array containing the anchor point and add it to pfASD. 3. Request pfASD to store the query results in the pfFlux marked Result-Flux. 4. Generate an additional pfFlux and connect it to the pfFCS node matrix controlling the target geometry. Figure 15-16 diagrams this procedure. S pfF o Ge de t rge Ta etry om ge Figure 15-16 Ma CS trix get Cu rDa ta SD 1 pfAroup= G ync ery Qu ys a r ar pfE n (AL gine IGN ) get Wr itab le lux lt F ) u s Re USH (P x Flu trix up=1 a o M Gr nc Sy Example Setup for Geometry Alignment 489 Chapter 15: Active Surface Definition At run-time: 1. pfASD starts its frame by evaluating the ASD surface and generating optimized geometry for it. 2. pfASD calculates the query array values. 3. pfASD writes the results into the pfFlux marked Result Flux. 4. The write operation triggers a calculation of the pfEngine because the Result-Flux is a PUSH flux. 5. The pfEngine generates a transformation matrix and stores it in the pfFlux marked Matrix Flux. 6. The pfFCS node controlling the transformation of the target geometry has a fluxed matrix. 7. When the pfFCS node is traversed, it retrieves the newly-generated matrix from Matrix-flux and uses it to align its child geometry. Note: If you run the pfASD evaluation function in a separate process, the evaluation of the query arrays may happen asynchronously at some point during the IRIS Performer frame. Aligning Light Points Above a pfASD Surface Example The following example, diagramed in demonstrate how to link pfASD queries to a pfEngine. For a GeoSet containing light point primitives, this code places all the primitives at some offset above the surface. asd ge att r_ t flux Figure 15-17 490 pfE n (AL gine IGN ) u res lt_f se off lux t_a rra Aligning Light Points Above a pfASD Surface y ASD Evaluation Function Timing Example 15-1 Aligning Light Points Above a pfASD Surface // Generate a flux for pfASD to store the query results. results_flux = pfNewFlux(nofLightPoints * sizeof(pfVec3),PFFLUX_DEFAULT_NUM_BUFFERS, pfGetSharedArena()); // Make so that writing into this flux will trigger evaluation of // connected engines. pfFluxMode(results_flux, PFFLUX_PUSH, PF_ON); // Generate final flux - this flux will contain the final aligned // light points. attr_flux = pfNewFlux(nofLightPoints * 3 * sizeof(float), PFFLUX_DEFAULT_NUM_BUFFERS, pfGetSharedArena()); // Add flux to the same syncGroup as its aligning pfASD. pfFluxSyncGroup(attr_flux, 1); // Initalize the flux to the unaligned point positions. // The engine will only modify a portion of the buffer (the Z // values), so we must initialize the (X,Y) values now. // Assume vertexList contains the original vertices. FluxInitData(attr_flux, vertexList); // Add the array of positions to pfASD. Request position-only // queries. query_id = pfASDAddQueryArray(asd_hook, vertexList, down, nofLightPoints, PR_QUERY_POSITION, results_flux); // Get maximum bounding box of the vertex array - this box // contains all possible positions of the query array points. pfASDGetQueryArrayPositionSpan(asd, query_id, &box); // Generate a SUM engine to sum the query vertex results with a // constant array. sum_engine = pfNewEngine(PFENG_SUM, pfGetSharedArena()); pfEngineIterations(sum_engine, nofLightPoints, 1); // Inform pfEngine of its two sources and // offset_array should contain a constant // point. We request sum_engine to modify // each light point vertex. pfEngineSrc(sum_engine, PFENG_SUM_SRC(0), 0, PF_Z, 3); pfEngineSrc(sum_engine, PFENG_SUM_SRC(1), one destination. offset for each light the Z coordinate of offset_array, NULL, results, NULL, 491 Chapter 15: Active Surface Definition 0, PF_Z, 3); pfEngineDst(sum_engine, attr_flux, NULL, PF_Z, 3); // Generate GeoSet to hold the final aligned geometry. gset = pfNewGSet(pfGetSharedArena()); // standard pfGeoSet initialization code // (GeoState, color, NumPrims, etc) omitted. pfGSetPrimType(gset, PFGS_POINTS); // Add flux_attr as the COORD3 attribute of the geoset. pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, (void *) attr_flux, NULL); // Set the GeoSet bounding box staticly. This will help avoiding // recalculation or mis-calculation of bounding boxes for culling. pfGSetBBox(gset, &box, PFBOUND_STATIC); // Setup range based evaluation. assume ‘center’ contains the // center of box. pfEngineEvaluationRange(sum_engine, center, 0.0, 40000.0); pfEngineMode(sum_engine, PFENG_RANGE_CHECK, PF_ON); Paging Large scale surface simulations require large amounts memory to store high resolution surfaces. For example, the earth sampled from a height of 100m requires tens of gigabytes of disk space. Such large amounts of memory cannot reside entirely in system memory. Consequently, efficient database paging is essential in supporting a 30 Hz frame rate. A common paging method is to page in tiles. Each area block contains all the LOD information describing an area. The problem with this method of paging is that in a surface that extends far into the distance, the large number of tiles visible to the viewer consumes more memory than is available on a system. The hierarchical structure of ASD provides a different paging method: LOD paging. Each LOD is divided into a set of blocks; each block representing an area of the scene at a particular resolution. These tiles are paged in independently. All tiles for a single LOD are the same size; tiles for different LODs, however, can be different sizes. 492 Paging Interest Area In one LOD, the blocks most likely accessed, according to the view and position of the viewer, are called the interest area of the LOD. It is these blocks that get paged in. The interest area for an LOD whose resolution is based on range is bounded by the maximum range value for that LOD. The interest area is smaller for higher resolution LODs, larger for lower resolutions LODs. As a result, the memory requirements of ASD are reduced because not all LODs in an area are paged in: triangles closer to the viewer are paged in at a higher resolution LOD that those triangles further from the viewer, as shown in Figure 15-18. Paging area Interest area Figure 15-18 Tiles at Different LODs Each square in Figure 15-18 holds the same amount of information: the large pages hold a large amount of low-resolution information while the small pages hold a small amount of high-resolution information. If the observer does not make discontinuous jumps in location between 2 frames, you use an algorithm that anticipates what the viewer needs to see next based on the evaluation function. For example, if the evaluation function is based on distance, you would page blocks into memory in the direction you expect the viewer to go and release from memory those pages the viewer is leaving. 493 Chapter 15: Active Surface Definition Preprocessing for Paging Preprocessing pages improves performance. 1. Determine the appropriate tiles size for each LOD based on the evaluation function. 2. Assign triangles in each LOD into tiles and store each tile in a paging unit, such as a file. Assign a triangle to one tile only. Triangles with the same parent node must be assigned to the same tile. 3. Generate a set of fast-paging files for a specific set of paging areas. When the application is run, it should anticipate the pages the viewer will need and then page them into memory from disk and preprocess them. Order of Paging Paging in lower LOD pages before higher LOD pages ensures that a page at some level of LOD is always ready for the viewer. When you travel so fast through a surface that the higher resolution LODs do not have time to load, the surface has a lower resolution, which is what you would expect to see when traveling fast. Multi-resolution Paging pfASD supports multi-resolution paging. The format of a paging file, where all of the geometries are in one tile, is described by the following structure: int numfaces int numverts /* numfaces of the following */ int faceid1 /* structure of the face faceid1 */ pfASDFace face /* structure of the face faceid2 */ int faceid2 pfASDFace face ... /* numfaces of the following */ /* face bounding box of faceid */ pfBox box1 /* face bounding box of faceid2 */ 494 Paging pfBox box2 ... /* numverts of the following */ int vertid1 /* structure of vertex vertid1 */ pfASDVert vert int vertid2 /* structure of vertex vertid2 */ pfASDVert vert ... To calculate the paging area, use the following code: page[0] = (int)(lods[i].switchin/tilesize[0]) + lookahead[0]; page[1] = (int)(lods[i].switchin/tilesize[1]) + lookahead[1]; lods[i] is the pfASDLODRange of LOD[i]. tilesize is the size of the tile in LOD[i]. lookahead is the number of extra tiles in one direction to page in to memory to overcome a paging delay To process the paging tiles into a fast paging format, use pfdProcessASDTiles() in pfdProcASD.c. pfdProcessASDTiles() returns a new set of files as xxxx.asd. These files are paged in real-time. For an example of writing a file, see pfdWriteFile() in libpfdu/pfdBuildASD.c. 495 Chapter 16 “Light Points” This chapter describes light points and calligraphic lights, which are intensely bright light points. Chapter 16 16. Light Points IRIS Performer provides sophisticated light point objects: • pfLPointState lights are emissive objects that do not illuminate their surroundings, such as stars, beacons, strobes, runway edge, and taxiway lights. • pfCalligraphic light points are pfLPointState light objects with calligraphic extensions; they are intensely-bright light points that require special display equipment. Uses of Light Points Light points are bright points of light that have the following characteristics: • Intensity • Directionality • Attenuation Shape • Distance computation • Attenuation through fog • Size and fading These attributes make light points excellent for use as stars, beacons, strobes, runway edge and end illumination, and taxiway lights. For example, three light points with specific directionality may be used to create a VASI light system at an airport that appears: • Red when the pilot is above the landing glide path. • Green when the pilot is below the landing glide path. • White when the pilot is on the landing glide path, as shown in Figure 16-1. 499 Chapter 16: Light Points VASI Red White Green Figure 16-1 VASI Landing Light Creating a Light Point To create a light point: 1. Create a pfGeoSet of points (PFGS_POINTS). pfGeoSet *lpoint = pfNewGSet(arena); pfGSetPrimType(lpoint, PFGS_POINTS); 2. Create a pfLPointState and define its mode and values. pfLPState *lpstate = pfNewLPState(arena); pfLPStateMode(lpstate, PFLPS_SIZE_MODE, PFLPS_SIZE_MODE_ON); pfLPStateVal(lpstate, PFLPS_SIZE_MIN_PIXEL, 0.25f); pfLPStateVal(lpstate, PFLPS_SIZE_ACTUAL, 0.07f); pfLPStateVal(lpstate, PFLPS_SIZE_MAX_PIXEL, 4.0f); 3. Attach the pfLPointState to the pfGeoState associated with the pfGeoSet. pfGStateMode( gstate, PFSTATE_ENLPOINTSTATE, PF_ON); pfGStateAttr( gstate, PFSTATE_LPOINTSTATE, lpstate); pfGSetGState( gset, gstate ) ; This pfGeoSet must have a PFGS_COLOR4 attribute binding of PFGS_PER_VERTEX. 500 Setting the Behavior of Light Points Setting the Behavior of Light Points The pfLPointState attached to a pfGeoSet controls the behavior of all light points in the pfGeoSet. For example, the color, position, and direction vector of each light point is set by the color, vertex, and normal stored in the pfGeoSet. You use pfLPStateMode, to enable or disable the behaviour, and pfLPStateVal to set the following pfLPointState values: • Intensity—setting the intensity of light from no attenuation, 1, to fully attenuated, 0. • Directionality—specifying the direction and the shape of the emanation of light. The shapes are either a single or a pair of opposite-facing elliptical cones. pfLPStateShape() specifies the shape of the emanation. • Fading—specifying how the light point fades when receding into the distance. Fading is often more realistic than simply shrinking the point size to 0. • Fog punch-through—specifying how a light point is obscured by fog. • Size—setting the maximum and minimum size of the light point based on perspective. The following sections describe how to set these values. Intensity The intensity of the light points in a pfLPointState can be attenuated using pfLPStateVal(), as follows: pfLPStateVal(lpstate, PFLPS_INTENSITY, intensity) The intensity value, intensity, must range between zero and one; one, no attenuation, is the default. The intensity of each light point is defined by its four component colors. Directionality Each light point has a normal, which defines the direction of its emanation. By default, all of the light points in a pfLPointState point in the same direction. That direction is defined as the “front” of the light point. 501 Chapter 16: Light Points If all light points in a pfGeoSet share the same normal, use the PFGS_OVERALL attribute to optimize the light point computation. If the light points are directional, the pfGeoSet attributes must specify normals. Enabling Directionality To enable or disable light point directionality, use the following method: pfLPStateMode(lpstate, PFLPS_DIR_MODE, mode); The mode value can be: • PFLPS_DIR_MODE_ON, the default, turns on directionality computation. • PFLPS_FOG_MODE_OFF, disables directionality computation. To specify whether or not the light point emanates towards the front and back, use the following method: pfLPStateMode(PFLPS_SHAPE_MODE, mode); The mode value can be: • PFLPS_SHAPE_MODE_UNI, the default, makes the light point is not visible from the back side. • PFLPS_SHAPE_MODE_BI, makes the light point bidirectional, the behavior is the same for both sides. • PFLPS_SHAPE_MODE_BI_COLOR, makes the light point bidirectional, but if seen from the back side, the light change its color. This color is set using pfLPStateBackColor(). Emanation Shape The emanation shape is an elliptical cone, as shown in Figure 16-2. 502 Setting the Behavior of Light Points Normals Eye point Eye point angle Light points Figure 16-2 Attenuation Shape Optionally, the intensity of light can fall off from the normal to the edge of the cone. The direction of emanation is defined along the Y axis and the shape is defined in the local coordinate system. The coordinate system is rotated so that the Y axis aligns with the normal of each light point. To specify the shape of emanation, use the following method: pfLPStateShape(lpstate, horiz, vert, roll, falloff, ambient) Shape horiz and vert are total-angles (not angles to the normal) in degrees, which specify the horizontal and vertical dimensions of the cone about the normal. The maximum value for these angles is 180 degrees, which creates a non-directional light point. The default values for horiz and vert is 90 degrees. Tip: A symmetric cone (where horiz and vert are equal) is faster to compute than an asymmetric cone. 503 Chapter 16: Light Points Rotation The cone is rotated by roll degrees through +Y. The default roll value is 0. Falloff When the vector from the light’s position to the eye point is outside the cone, the light point’s intensity is ambient. The default ambient value is 0. If the vector from the light’s position to the eye point is within the cone, the intensity of the light point is based on the angle between the normal and that vector. The intensity values range from 1.0, when the eye point lies on the normal, to ambient, at the edge of the cone. How the light attenuates between the normal and the edge of the cone is specified by falloff. falloff is an exponent that modifies the light point’s intensity. A value of 0 indicates that there is no falloff; a value of 1, the default, indicates a linear falloff; values greater than 1 indicate a progressively greater geometric falloff, as shown in Figure 16-3. Light intensity falloff = 0 Am bie bie nt Angle deviation from normal Figure 16-3 504 falloff > 1 falloff = 1 Am nt Light intensity Light intensity Attenuation of Light of ge Ed e n co Am bie nt Angle deviation from normal of ge Ed e con Angle deviation from normal Setting the Behavior of Light Points Distance The distance between the light point and the eye point is used when computing the light point’s size and intensity through fog. Since these calculations are intensive, IRIS Performer provides an approximation for the distance between the light point and the eye point using the following method: pfLPState(lpstate, PFLPS_RANGE_MODE, mode) The mode value can be: • PFLPS_RANGE_MODE_TRUE, approximates the distance using the depth (Z) difference between the eye and the light point. • PFLPS_RANGE_MODE_DEPTH, the default, uses the real distance between the eye and the light point. Tip: The wider the field of vision (FOV), the less accurate is the approximation. Attenuation through Fog Light points are visible at greater distance than non-emissive polygons. For that reason, the light points appear to punch-through fog. To account for this higher visibility, you can supply a punch-through value in the following method: pfLPStateVal(PFLPS_FOG_SCALE, punch-through); punch-through is a float that is multiplied times the distance. When punch-through is less than 1.0, the product of the distance and the punch-through value is less than the distance. The revised distance is used in calculating the apparent brightness of the light point; when the punch-through is less than 1.0, the light point appears brighter than it otherwise would. The default punch-through value is 0.25. Enabling Punch-Through To use punch-through, you must first enable it using the following method: pfLPStateMode(lpstate, PFLPS_FOG_MODE, mode); 505 Chapter 16: Light Points The mode value can be: • PFLPS_FOG_MODE_ON, the default, enables fog punch-through computation. • PFLPS_FOG_MODE_OFF, does not modify the distance before fog is applied. Size Light points can exhibit perspective behavior. The following method sets the size of all the light points in a pfGeoSet: pfLPStateVal(lpstate,PFLPS_SIZE_ACTUAL, real-size); real-size is a float that is multiplied times the distance. When real-size is less than 1.0, the product of the distance and the real-size value is less than the distance. The revised distance is used in calculating the apparent size of the light point; when the real-size is less than 1.0, the light point appears larger than it otherwise would. The default real-size value is 0.25. Size Limitations The apparent size of a light point can only range between the minimum and maximum sizes specified by the following lines of code: pfLPStateVal(lpstate,PFLPS_SIZE_MIN_PIXEL, min-size); pfLPStateVal(lpstate,PFLPS_SIZE_MAX_PIXEL, max-size); Limiting Size Calculations To optimize rendering, you can avoid changing the size (glPointSize) of each light point when the difference between the new and old sizes is less than a specified amount, called the threshold. To set the threshold value, use the following method: pfLPStateVal(lpstate, PFLPS_SIZE_DIFF_THRESH, threshold); Enabling Perspective To use real-size, you must first enable it using the following method: pfLPStateMode(lpstate, PFLPS_SIZE_MODE, mode); 506 Setting the Behavior of Light Points The mode value can be: • PFLPS_SIZE_MODE_ON, makes real-size follow perspective, so that light points closer to the eye are rendered larger than those points farther away. • PFLPS_SIZE_MODE_OFF, the default value, disables perspective computations. If perspective is not enabled, pfGeoSet (pfGSetPntSize) specifies the size of the rendered light points. Fading You can enhance the illusion of perspective by making the light point become more and more transparent as it receded from view using the following method: pfLPStateVal(lpstate,PFLPS_TRANSP_PIXEL_SIZE, transp-size); transp-size is a light point size. When the actual size is smaller than transp-size, the light point becomes transparent. Using fading to simulate perspective is often more realistic than shrinking the light point size; fading avoids the aliasing problems that occur when light points become too small. Fading Calculation Fading is calculated as follows: Max(clamp, 1-scale*(transp-size - computed-size)^exp) You set the values in this argument in the following lines of code: pfLPStateVal(lpstate, PFLPS_TRANSP_EXPONENT, exp); pfLPStateVal(lpstate, PFLPS_TRANSP_SCALE, scale); pfLPStateVal(lpstate, PFLPS_TRANSP_CLAMP, clamp); Enabling Fading To use fading, you must first enable it using the following method: pfLPStateMode(lpstate, PFLPS_TRANSP_MODE, mode) 507 Chapter 16: Light Points The mode value can be: • PFLPS_TRANSP_MODE_ON, enables fading when the computed size is less than transp-size • PFLPS_TRANSP_MODE_OFF, the default, disables fading. Callbacks For each light point, two parameters are computed based on the location of the eye point, the location of the light point, and the fog: • Alpha—specifies the intensity and transparency of a light point. Non-transparent light points have the maximum intensity given by their four color components. • Size—specifies the diameter of each light point if the perspective mode, PFLPS_SIZE_MODE, is enabled; otherwise, the size is constant for all of the light points in a pfGeoSet. Instead of accepting the calculations done by IRIS Performer, you can use callback functions to supply your own calculations. Callback functions can be completed: • Before IRIS Performer calculates the parameters, thus replacing the Performer calculation completely. • After IRIS Performer calculates the parameters, thus modifying Performer’s result. You enable, disable, and specify the kind of callback used in the following method: pfLPStateMode(lpstate, PFLPS_CALLBACK_MODE, mode) The mode value can be: 508 • PFLPS_CALLBACK_MODE_OFF, the default, means that no callback is attached to lpstate • PFLPS_CALLBACK_MODE_PRE, means that the callback is executed before IRIS Performer has calculated the parameters. Your callback function must compute the size and alpha values for all the light points in the pfGeoSet. • PFLPS_CALLBACK_MODE_POST, means that the callback is executed after IRIS Performer’s computation. Callbacks To install a callback on a pfLPointState use the following method: pfRasterFunc(lpstate, (void *) yourCallback(pfRasterData*), void **userData); userdata is a pointer to the following structure, which is given to your callback and the function itself: typedef struct { pfLPointState pfGeoSet void float float } pfRasterData; *lpstate; *geoset; *userData; *sizes; *alphas; /* /* /* /* /* Read Only LPState */ Read Only GeoSet */ Provided when setting the callback */ Write Only - resulting sizes */ Write Only - resulting alphas */ geoset is the currently-preprocessed pfGeoSet. lpstate is the pfLPointState applied to that pfGeoSet. userData is the same data provided when declaring the callback. sizes and alphas are pre-allocated arrays that contain the callback function results used by the DRAW process. If you use a pre-callback, you must provide a size and an alpha value for every light point in the pfGeoSet. A negative alpha value indicates that the backcolor must be used in place of the light point color. Example 16-1 provides the skeleton of a raster callback. A more detailed example is on the pfLPointState man page. Example 16-1 Raster Callback Skeleton void myCallback(pfRasterData *rasterData) { pfVec3* vertices; unsigned short *vindex; pfVec3* norms; unsigned short *nindex; int nbind; pfFog *fog; int fogEnabled = 0; int i,n; int sizeMode; pfMatrix ViewMat, InvModelView; /* get pointers to the geoset */ pfGetGSetAttrLists(rasterData->gset,PFGS_COORD3, &vertices, &vindex); pfGetGSetAttrLists(rasterData->gset,PFGS_NORMAL3, &norms, &nindex); 509 Chapter 16: Light Points nbind = pfGetGSetAttrBind(rasterData->gset,PFGS_NORMAL3); /* get matrices */ pfGetViewMat(ViewMat); pfGetInvModelMat(InvModelMat); /* get the number of lights */ n = pfGetGSetNumPrims(rasterData->gset); /* see if there’s fog */ fog = pfGetCurFog(); if (pfGetEnable(PFEN_FOG) && fog) fogEnabled = 1; /* get information on the lpstate */ sizeMode = pfGetLPStateMode(rasterData->lpstate,PFLPS_SIZE_MODE); ........ ........ /* do the computation */ for (i=0; ialphas[i] = .... rasterData->sizes[i] = .... } Multisample, Size, and Alpha On Infinite Reality, light points of a given size, up to 100 multisamples, have the same number of multisamples, even when the light points cross multiple pixels. 510 Callbacks The intensity of a light point is defined by its alpha value. If pfTransparency is set to PFTR_MS_ALPHA_MASK, the alpha value modifies the number of multisamples lit in a light point. For example, if alpha= 0.5, size = 1.0, and the number of multisamples per pixel is 8, the number of illuminated multisamples per the light point is 3.0, as shown in Figure 16-4. Alpha = 0.5 Light point with diameter = 1.0 8 multisamples per pixel Figure 16-4 Lit Multisamples The area of a circle with diameter 1.0 is 0.785. The number of multisamples per pixel is given in the frame buffer configuration. If there are 8 multisamples, only 0.785 of them, about 6, are in the light point. Since alpha = 0.5, only half of the 6 multisamples are actually lit. pfCalligMultisample() tells pfCalligraphic how many multisamples are used in the specified video channel. pfGetCalligMultisample() returns the current setting. Make this call as soon as the information is known or changed. 511 Chapter 16: Light Points Minimum Number of Multisamples If your light points move, you must have at least two multisamples lit per light point; if you only have one, the light point is either on or off. This condition creates flicker. With two multisamples, the light point can transition to a different location with one multisample on and the other off. Reducing CPU Processing Using Textures Light point computations are expensive. You can replace some of the computation by using a table lookup mechanism and the texture hardware to get an alpha value for each light point. This mechanism uses a precomputed texture and glTexGen to approximate: • Fog attenuation. • Fading over distance. • Falloff attenuation when the eye point is not on the normal. Because only one texture per polygon is supported by the hardware, it is not possible to approximate all three computations at once. The fading and the fog are combined in one texture, however, so it is possible to select both at the same time. The following methods specify the attenuations: pfLPStateMode(lpstate, PFLPS_DIR_MODE, PFLPS_DIR_MODE_XXX) pfLPStateMode(lpstate,PFLPS_TRANSP_MODE, PFLPS_TRANSP_MODE_XXX) pfLPStateMode(lpstate, PFLPS_FOG_MODE, PFLPS_MODE_XXX) XXX is either: • TEX, for texture lookup. • ALPHA, for CPU computation. Default values are equivalent to APLHA computation. Tip: Falloff is the most expensive effect to compute on the CPU. For that reason, it is better to use PFLPS_DIR_MODE_TEX if the point is not omnidirectional. Only use textures for low quality light points; textures are approximations with numerous limitations, including incorrect falloff attenuation if the emanation is not symmetric, and incompatibility with callbacks. 512 Preprocessing Light Points Preprocessing Light Points To optimize your application, you should fork off a light point process to preprocesses your light point computations. The light point process runs in parallel with the DRAW process but on a different CPU. Preprocessing the light points: • Computes the size and alpha of each light point and passes the result directly to the DRAW process. • Executes callbacks attached to the pfLPointState. To fork off a light point process, use the PFMP_FORK_LPOINT token in pfMultiprocess() and call it before pfConfig(). Note: You can start a light point process in perfly using the -m option and adding 16 to your preferred multiprocess model. Stage Configuration Callbacks As with any other IRIS Performer process, callback functions can configure the process stages using: pfStageConfigFunc(-1, PFPROC_LPOINT, ConfigLPoint); pfConfigStage(-1, PFPROC_LPOINT | PFPROC_XXX ....); pfChanTravFunc(chan, PFTRAV_LPOINT, LpointFunc); pfStageConfigFunc() specifies a callback function, and pfConfigStage() triggers it at the start of the current application frame; both are methods in pfConfig. Configuration callbacks are typically used for process initialization, for example: • Assigning non-degrading priorities and locking processes to CPUs. • Downloading textures in the DRAW stage callback. pfStageConfigFunc() identifies the IRIS Performer stages, such as PFPROC_ISECT, PFPROC_APP, and PFPROC_DBASE, to configure. pfChanTravFunc The pfChannel method, pfChanTravFunc(), sets a callback function for either the APP, CULL, DRAW, or Light Point process using one of the following tokens: PFTRAV_APP, PFTRAV_CULL, PFTRAV_DRAW or PFTRAV_LPOINT, respectively. 513 Chapter 16: Light Points User-data that is passed to these functions by pfChanData() is allocated on a per-channel basis by pfAllocChanData(). How the Light Point Process Works This section explains how the light point process works. All the functions exist in the API, however, all of the processing is done automatically by IRIS Performer. Note: Light point processing is not done automatically if your application is only using the libpr process model. If the light point process is enabled, a special bin, PFSORT_LPSTATE_BIN, is created to sort all of the pfGeoSets that have a pfLPointState attached to their pfGeoState. This bin is directly used as a display list, LPointBinDL, as shown in Example 16-2. All bins, except PFSORT_LPSTATE_BIN, are handed to the DRAW process. The DRAW process, after rendering everything in the other bins, renders a ring display list, called DrawRingDL, as shown in Example 16-2. The ring display list contains a synchronization mechanism: the DRAW process waits until it sees the PFDL_END_OF_FRAME token. Example 16-2 Preprocessing a Display List - Light Point Process code /* open the draw ring display list */ pfOpenDList(DrawRingDL); /* preprocess the light points bin. */ /* so the results go in the DrawRingFL */ pfPreprocessDList(LPointBinDL,PFDL_PREPROCESS_LPSTATE); /* Signal the end of the list to the Draw process */ pfAddDListCmd(PFDL_END_OF_FRAME); /* close the draw display list */ pfCloseDList(DrawRingDL); 514 Calligraphic Light Points Calligraphic Light Points Calligraphic light points are very bright lights that can be displayed only on specially-equipped display systems. Displaying calligraphic light points requires • A calligraphic light point board (LPB) with a special device driver. The driver is not part of the IRIS Performer distribution. • A calligraphic display system. • Special cables running between the graphics pipe video synchronization and the raster manager (RM) boards on the LPB. • A platform, such as an InifiniteReality, OnyxIR, or Onyx2, that has a visibility (VISI) bus. Note: If you are not running on a system that has a VISI bus, or you do not have this optional hardware, you are limited to raster light points, as supported by pfLPointState. The functionality described in the remainder of this chapter is not available on your system. Nevertheless, a program and database designed for calligraphic light points can be simulated on a non-calligraphic system. Unlike raster displays, calligraphic displays direct the display system’s electron beam at specified places on the screen. By directing the beam at specified places for specified durations, it is possible to produce extremely bright light sources. Warning: It is possible to destroy your display system by allowing the electron beam to remain too long on the same screen location either by allotting too long a time or by an application hanging. Extreme caution is required. 515 Chapter 16: Light Points Calligraphic Versus Raster Displays Table 16-1 summarizes the differences between raster and calligraphic displays. Table 16-1 Raster Versus Calligraphic Displays Raster Calligraphic Requires no special hardware. Requires special hardware, including a Light Point Board (LPB), cables, and a calligraphic-enabled display system. Applications using calligraphic light points must run on a machine that has a VISI board. The electron beam sweeps across and down the screen left-to-right and top-to-bottom. The beam lands only on those parts of the screen where calligraphic lights are located. The electron beam stays on each pixel the same amount of time. The electron beams stays on pixels for a variable length of time potentially producing exceedingly bright light sources. A black dot produces a black pixel. A black dot produces nothing; it is invisible. if more than one point is drawn at Light points are added to whatever light is already falling on the same location, only the last the pixel. A calligraphic light does not hide another point drawn is visible. calligraphic light. Raster images are displayed within When raster and calligraphic are displayed, the calligraphic set time intervals, for example, 60 light points are displayed in whatever time is left after the raster image is scanned. For more information, see “Display times a second. Modes” on page 517. No real dangers associated with raster displays. A hanging application, for example, can leave the electron beam aimed at a single point on the screen and quickly burn it out. The same result is true if you programmatically light up a pixel for too long. If the entire image is not drawn to the buffer, frames are dropped until the entire image is ready for display. If all of the light points are not drawn, frames are not dropped, some light points are just not drawn. (If a raster image is repeated in successive frames, the light points are also repeated.) Whenever the calligraphic mode renders a black pixel to the screen, it is completely transparent and the raster image shows through. 516 Calligraphic Light Points When a pixel on the screen is targeted for raster and calligraphic light, both the raster and calligraphic light points are displayed at the same pixel thus making it large (raster) and bright (calligraphic). Display Modes A calligraphic display system can run in three modes: • Calligraphic-only • Mixed mode • Raster only In calligraphic-only mode, only calligraphic points can be rendered by the display system. In mixed mode, both raster and calligraphic images are rendered on the same display system; the raster image is displayed first and the calligraphic image is displayed in whatever time remains before the vertical sync. This mode requires a special video format used by the Video Format Compiler available on the SGI web site at http://www.sgi.com/Products/software/vfc/. You can combine a calligraphic-only display with a raster-only display on the same video channel; the effect is to give the full frame to the calligraphic display so that you can render the maximum number of light points. It is also more expensive and sometimes not convenient for mechanical reasons. Light point modes are specified by pfLPStateMode() and one of the following tokens: • PFLPS_DRAW_MODE_RASTER, the default mode, forces the light points to be raster, even if the system has a calligraphic display. • PFLPS_DRAW_MODE_CALLIGRAPHIC, enables the rendering of calligraphic light points on calligraphic display systems. 517 Chapter 16: Light Points Maximum Number of Calligraphic Lights The maximum number of calligraphic lights that can be displayed is related to: • Raster display time. • Duration of the calligraphic display time. • Time spent jumping from one calligraphic light point to another. The maximum number of calligraphic lights that can be displayed is inversely proportional to the raster display time. For example, in a mixed mode, if the screen refreshes every 1/60th of a second, the calligraphic display time is 1/60th of a second minus the time it takes for the raster mode to draw its image on the screen. The shorter the raster display time, the more calligraphic lights that can be displayed. At night, it is possible to reduce the time for the raster display, which has the effect of reducing the global raster brightness. Reducing the raster display time increases the maximum number of calligraphic light points that can be displayed. To reduce the raster display time, you need: • Two different video formats made using the Video Format Compiler. • Preprogram the projector so it recognizes the format change when it happens on the fly by the application. Changing the video format is done using the XSGIvc extension. The maximum number of calligraphic lights that can be displayed is inversely proportional to the draw time of the calligraphic light points. Unlike raster lights, you can control the length of time the electron beam hits a specified location on the display system; the longer the duration, the brighter the light. Also, the longer the duration, the less time is left for drawing other calligraphic light points. Finally, the time it takes the electron beam to jump between calligraphic light points also adversely affects the maximum number of light points that can be displayed; the more time spent jumping between calligraphic light points, the fewer light points that can be displayed. 518 Calligraphic Light Points LPB Hardware Configuration A Light Point Board (LPB) is a circuitry card that enables the rendering of calligraphic lights by providing the interface with a calligraphic display. The LPB is: • Connected to one graphics pipeline only. • Connected to all the video channels produced by a single pipe. • Connected to all (1,2 or 4) raster manager (RM) boards of its pipe. Color Focus Exposure time Quality and position of light point Light Point process CPU VME bus CPU Sync signals, including Swap Ready Z-buffer comparison Draw process VISI bus Channel 0...7 LPB Graphics pipeline Geometry Engine Calligraphic light points Raster Manager Video Channel 0...7 RGB Channel 0 Figure 16-5 Fiber optic cable Vid eo sig nal Calligraphic Hardware Configuration 519 Chapter 16: Light Points That configuration shows that: • A CPU is used for the light point process so the computation and the communication to the LPB through the VME bus are done in parallel to the DRAW Process. It is mandatory to start a light point process for calligraphic, see “Preprocessing Light Points” on page 513. • The VME bus transfers to the LPB all of the calligraphic light point information, including the color, focus, exposure time, quality, and position of each calligraphic light point. The only information not transferred by the VME bus is occlusion information, which is supplied by the VISI bus. • The VISI (visibility) bus specifies whether all, part, or none of a calligraphic light point is displayed. A calligraphic light might be partially displayed, or not at all, if a geometry in the scene is between the light point and the viewer. Each light point has a unique ID; this ID is used to match the information in the VISI bus with the correct light point. The VISI bus is a connector on each RM board. The Visibility information is available only to the LPB. Note: The LPB board may be used in a system without a VISI bus (systems prior to InfiniteReality), in which case no Z-buffer information is given to the board, so all light points are 100% visible. • The LPB uses the vertical and horizontal (not the composite) synchronization signals to trigger the calligraphics display. Use ircombine to set the Hsync in place of the composite sync. • The LPB receives the Swap Ready signal when the raster display has completed drawing to the display buffer so it should also swap it’s internal buffers. If the LPB does not get a Swap Ready signal, the LPB redisplays the same calligraphic light points; since the raster frame is repeated, the calligraphic lights must remain unchanged. Do not forget to connect the SwapReady signal to the light point board, even if you are using a single pipe configuration. • 520 The LPB receives the VISI and VME bus light point information and combines it and send the result to the calligraphic display. Calligraphic Light Points Visibility Information All the calligraphic light point information is computed by the light point process and goes directly to the LPB. The only missing information is knowing how much of each light point can be seen. To compute that value: 1. A footprint of the calligraphic light point is sent to the graphic pipe. 2. The footprint is compared against the Z-buffer. 3. The result of the test is sent to the LPB using the VISI bus. The graphic pipe takes great care that the number of multisamples covered is a constant wherever the light point is. The number of multisamples is not constant after the footprint covers more than 100 multisamples, however. A footprint can cover numerous pixels, but is limited to 256 multisamples by the LPB. pfCalligZFootPrintSize() sets the diameter of the footprint, pfGetCalligZFootPrintSize() returns the diameter. The number of multisamples covered by a footprint is equal to: (n x size2)/(4 x ms) ms is the number of multisamples per pixel. Required Steps For Using Calligraphic Lights To use calligraphic light points, you have to configure the channels on the LPB board and the corresponding channels using ircombine. ircombine operates on: • Video format combinations. • Descriptions of raster sizes and timings used on video outputs. • Configuration of the underlying frame buffer. You must also enable the channels on the LPB board before starting the application. IRIS Performer does not provide direct access to the LPB drivers. You can, however, write a program that does. 521 Chapter 16: Light Points Now, in IRIS Performer a few steps are still necessary. 1. Check and open the LPB on each pipe, as follows: pfQueryFeature(PFQFTR_CALLIGRAPHIC, &q) pfCalligInitBoard(pipe) 2. Start a light point process to process the light point calculations, as follows: pfMultiprocess(PFMP_APP_CULL_DRAW | pfConfig(); PFMP_FORK_LPOINT); 3. Initialize the IRIS Performer stages, as follows: pfStageConfigFunc(-1,PPROC_LPOINT,ConfigLPoint) pfFrame(); 4. Set the callback function in the light point process, as follows: pfChanTravFunc(chan, PFTRAV_LPOINT, LpointFunc); 5. Enable the calligraphic display on all of the channels, as follows: pfChanCalligEnable(chan[i], 1); 6. Synchronize the VME and VISI bus signals on the LPB, as follows: pfCalligSwapVME(pipe); pfCalligSwapVME(pipe); You know have calligraphic light points in your application if you have calligraphic light points in your database. Customizing LPB Initialization Instead of using the default initialization, IRIS Performer provides a set of functions that allow your application to customize the initialization of the LPB. pfInitBoard() opens the LPB device and retrieves the current configuration. This function returns TRUE if successful, FALSE otherwise. You can also use pfIsBoardInit() to determine if the board has been initialized. Each LPB must be initialized before calling pfConfig(). pfCalligCloseBoard() closes the device. Note: The board number and the pipe number are the same because there is only one board per pipe. 522 Calligraphic Light Points To access to the LPB directly, return its ID using pfGetCalligDeviceID(). The ID allows you to make direct calls to the LPB driver. pfGetCalligInfo() returns a pointer to the configuration information structure maintained by the LPB driver. To use this structure, LPB_info, you must include the driver lpb.h file before any IRIS Performer include files. Note: lpb.h is not distributed with IRIS Performer; it is part of the LPB driver distribution. Once a board is initialized, you can find out how much memory is available and divide it up between all of the enabled channels on the pipe. You can return the total amount of LPB memory in bytes by calling pfGetCalligBoardMemSize(). By default, each channel receives the same amount of memory. To set up a different partitioning of memory, use pfCalligPartition(). You can attach a pfCalligraphic to a specific pfChannel using the following code: pfCalligraphic *callig = pfNewCallig(arena) pfCalligChannel(callig, pipe, chan) callig can then be attached to the pfPipeVideoChannel using pfPVChanCallig(). You can also set the pfCalligraphic on individual pfChannels using pfChanCallig(). You must enable calligraphic light point processing on the specified channels so the GangSwap mechanism is correctly handled by IRIS Performer, as follows: pfChanCalligEnable(chan, 1); Note: The video channel number does not have to be the same channel number as the calligraphic board. pfCalligWin() changes the resolution of the X and Y data accepted by the projector. The default values are for an EIS projector (2^16). If you have a conversion interface between the LPB and your projector, the scaling may already be done by the conversion interface. You can use pfCalligWin() to display calligraphic points on only part of the screen, or to make multiple viewports. pfCalligXYSwap() switches the X and Y axes in the display. You can also reverse the X or Y axes by giving negative width and height values in pfCalligWin(). 523 Chapter 16: Light Points Accounting for Projector Differences Some display systems, such as the EIS projector, can calculate: • Slew values, the time for the electron beam to go from one calligraphic point to another. • Gamma correction, which takes into account that projectors differ in the colors they project. If your system cannot perform those calculations, the light point board can calculate those values for your application. Slew Values A slew table is two dimensional; it gives the time, in nanoseconds, it takes the electron beam to go from one calligraphic point to another on one axis. A default, generic slew table, which contains conservative values, is loaded in the LPB when it is initialized. The longer the slew time, the longer the electron beam has to reach a calligraphic light point on the display; any consequent wobble can dampen out in that time providing a very stable light point. Conversely, longer slew times subtract from the total time in which calligraphic light points can be drawn. Consequently, longer slew times could mean that fewer calligraphic points are drawn per frame. There are eight slew tables defined by the pfCalligSlewTableEnum. For each axis, there are three slew tables: one table for high-quality (very stable) light points, one table for medium-quality (slightly shorter slew times) light points, and another for low-quality (very short slew times) light points. You specify the drawing quality using pfLPStateVal() with one of the following mode values: 524 • PFLPS_QUALITY_MODE_HIGH • PFLPS_QUALITY_MODE_MEDIUM • PFLPS_QUALITY_MODE_LOW Calligraphic Light Points Two other tables are used when the defocus value changes in between two points; one table is used for high-quality light points, another table for medium- and low-quality light points. typedef enum { pfXSlewQuality0 = 0, /* High quality on the X axis */ pfXSlewQuality1 = 1, /* Medium quality on the X axis */ pfXSlewQuality2 = 2, /* Low quality on the X axis */ pfYSlewQuality0 = 3, /* High quality on the Y axis */ pfYSlewQuality1 = 4, /* Medium quality on the Y axis */ pfYSlewQuality2 = 5, /* Low quality on the Y axis */ pfDefocusQuality0 = 6,/* High quality if focus change */ pfDefocusQuality1 = 7 /* Medium and Low quality if focus change */ } pfCalligSlewTableEnum; To load or upload customized slew tables, use the following methods: • pfCalligDownLoadSlewTable(); downloads a specified slew table into the LPB. • pfCalligUpLoadSlewTable(); returns a slew table. Color Correction Each projector has its own color characteristics; a light point that appears blue on one projector might appear aqua on another. To color correct the projected images, the light point board maintains one gamma table per channel. Each gamma table consists of three one-dimensional tables, one for each color component. typedef enum { pfRedGammaTable = 0, pfGreenGammaTable = 1, pfBlueGammaTable = 2 } pfCalligGammaTableEnum; The default value provided by IRIS Performer is a linear ramp that can be modified with the following methods: • pfCalligDownLoadGammaTable() downloads a specified gamma table into the LPB. • pfCalligUpLoadGammaTable() returns a gamma table. 525 Chapter 16: Light Points Callbacks Like raster lights, calligraphic light points can have a callback function attached to the pfLPointState that can occur before (PRE) or after (POST) the light point processing. The calligraphic and raster callback functions compute different parameters. If the stress test determines that a calligraphic light point is not going to be drawn as a raster light point, the calligraphic callback is not be call; the raster callback is called instead if set. For more information about the stress test, see “Significance” on page 528. To install a Calligraphic callback on a pfLPointState you use a line of code similar to the following: pfCalligFunc(lpstate, (void *) yourCallback(pfCalligData*), void **userData); userData is a user pointer given to your callback identifying the callback function and the following structure: typedef struct { pfLPointState pfGeoSet void unsigned short int pfVec3 float float float pfCalligData; } pfRasterData; *lpstate; /* *geoset; /* *userData; /* *index; /* *n; /* *coords2D; /* *intensity;/* **focus; /* **drawTime;/* Read Only LPState */ Read Only GeoSet */ Provided when setting the callback */ Read Write - index visible lpoints */ Read Write - # of visible lpoints */ Read Write - screen space X,Y,Z */ Write Only - resulting intensity */ Write Only - optional (de)focus */ Write Only - optional drawTime */} geoset is the pfGeoSet that is currently preprocessed. lpstate is the pfLPointState applied to that pfGeoSet. userData is the same as the data provided when declaring the callback. index is a preallocated vector that points to light points that are visible. Even in a PRE callback the light points are projected on the screen before the user callback is called; the points outside of the screen are not in the index vector. See the man page on how to use the index vector in a Callback. n is a pointer to the number of elements in the index vector. coords2D contains the coordinates of the light points on the screen, including the Z coordinates in screen space. The original coordinates can be accessed through the 526 Calligraphic Light Points pfGeoSet. It is legal to change the values in coord2D in the callback, for example, to align the points on a grid. intensity is a pre-allocated vector that contains the intensity of individual light points. A PRE callback must compute intensity. focus is a NULL pointer. It is possible to provide an individual focus value for each point by: 1. Allocating from the arena an array of floats of size n. 2. Filling the array with the focus values. 3. Setting focus to point to that array. You should not allocate an array in real-time; instead, allocate temporary memory beforehand and use userData to pass the memory address to the callback. drawTime is a NULL pointer. With it you can provide an array of floats that give a draw time for each light point. Frame to Frame Control Before calling pfLPoint() in the light point process callback function, you can change the parameters in a pfCalligraphic object on a frame by frame basis, as shown in Example 16-3. Example 16-3 Setting pfCalligraphic Parameters myLPointFunc(pfChannel *chan, void *data) { pfCalligraphic *calligraphic = pfGetCurCallig(); if (calligraphic != NULL) { pfCalligFilterSize(calligraphic,FilterSizeX,FilterSizeY); pfCalligDefocus(calligraphic,Defocus); pfCalligRasterDefocus(calligraphic,rasterDefocus); pfCalligDrawTime(calligraphic, DrawTime); pfCalligStress(calligraphic, Stress) } pfLPoint(); } 527 Chapter 16: Light Points FillterSizeX and FilterSizeY set the debunching distances along each axis. A filter size of 0 disables the debunching along that axis. Debunching can also be disabled on the pfLPointState. For more information about debunching, see “Debunching” on page 529. Defocus sets the defocus applied to all calligraphic light points, unless a callback function returns a defocus array. In that case, each light point has a callback defocus value regardless of the one set on the pfCalligraphic object. In a raster plus calligraphic video mode, a calligraphic system usually has the capability to apply a global defocus to the raster image, which is specified by the rasterDefocus parameter passed to the projector. This parameter affects the entire image, not just the raster light points. For more information about defocus, see “Defocussing Calligraphic Objects” on page 529. DrawTime is the time, in nano seconds, in which all calligraphic light points must be drawn, unless a callback returns a drawTime array, which controls individual draw times. The overall effect of changing the draw time is to reduce or increase the intensity of all calligraphic light points. The Stress value is compared against the significance value of a pfLPointState to determine whether the light points are displayed as calligraphic or raster. The Stress value should be as stable as possible to avoid having points going from raster to calligraphic or from calligraphic to raster each frame. For more information about stress, see “Significance” on page 528. Significance If there is not enough time to draw all of the calligraphic light points, some calligraphic light points can either not be drawn or, instead, drawn as raster light points, depending on the stress value of the calligraphic light point, described in “Frame to Frame Control” on page 527, and the significance value of the pfLPointState. The stress value of a calligraphic light point is compared against the significance value of the pfLPointState. If the significance is greater or equal than the stress, the light is rendered as a calligraphic, otherwise the light is rendered as a raster light. To set the significance, use pfLPStateVal(lpstate, PFLPS_SIGNIFICANCE, significance). 528 Using pfCalligraphic Without pfChannel Debunching Debunching eliminates some calligraphic points when they occur close together on the display system. Bunched calligraphic light points can create a heap effect, or worse, burn the display system where there is a group of calligraphic light points. The debunching distances are set in pfCalligraphic on the X and Y axis, as described in “Frame to Frame Control” on page 527. If two points in a pfGeoSet are within the debunching distance, the point with the lowest intensity is not rendered. If you do not want a pfLPointState to be affected by debunching, you can disable it using pfLPStateMode() with the PFLPS_DEBUNCHING_MODE_OFF mode; PFLPS_DEBUNCHING_MODE_ON, the default, enables debunching. Defocussing Calligraphic Objects Defocussing a calligraphic light point is often done to produce a specific lighting effect, for example, to simulate rainy conditions, light points should appear defocussed. The defocus is set within pfCalligraphic (see “Frame to Frame Control” on page 527) for all light points for one Frame, but it is possible to clamp the defocussing values by setting a min_defocus and a max_defocus value in the pfLPState using the following methods: pfLPStateVal(lpstate,PFLPS_MIN_DEFOCUS, min_defocus); pfLPStateVal(lpstate, PFLPS_MAX_DEFOCUS, max_defocus); Using pfCalligraphic Without pfChannel pfCalligraphic is a libpr object, so programs based only on libpr can have access to pfCalligraphic without having access to a pfChannel, which is a libpf object. This section describes what pfChannel does automatically with pfCalligraphic objects. The LPB is connected to the VME bus and the VISI bus. Both buses contain information for calligraphic light points buffered in the LPB. VISI and VME busses load their information into the LPB buffer. The SwapReady connection to the graphic pipe synchronizes the activity on the VISI bus; SwapReady tells the board when glXSwapBuffers() is called, and that at the next VSync, the next frame should be displayed. 529 Chapter 16: Light Points pfCalligSwapVME() performs the same synchronization for the VME bus; whenever you call pfSwapPWinBuffers() you must first call pfCalligraphicSwapVME(), otherwise the light point board will not be synchronized with the rest of the system. Tip: To resynchronize the LPB, make two consecutive calls to pfCalligSwapVME(), for example, perfly makes these calls after the IRIS Performer logo has been displayed. Note: These synchronization mechanisms are handled automatically in libpf, unless you override the channel swap buffer and call pfSwapPWinBuffers(). Timing Issues The SwapReady signal should always occur after a VME Swap signal. If this does not happen, the light point board starts a TooLate timer and two things may happen: • The LPB starts to draw the buffer assuming the VME Swap signal has been lost. In this instance, not all of the calligraphic lights are rendered.t all of the calligraphic lights are rendered. pfCalligraphic handles this exception by making sure the LPB buffer always contains an end-of-buffer token at the end of the valid data. • The VME Swap signal is received shortly after the Swap Ready, making the LPB behave normally. The LPB needs some time before it can accept new information from the VME, and the VISI bus needs some time after it has received the corresponding swap command. pfWaitForVmeBus() and pfWaitForVisiBus() allow the application to wait for the board to get ready before sending it new information. Light Point Process and Calligraphic The light point process is the same whether the light points are raster or calligraphic. The only difference is that, with calligraphic light points, pfCalligraphic has to be selected before calling pfPreprocessDList, which is done automatically by pfChannel. pfSelectCalligraphic() selects the channel and LPB board to which the calligraphic light points are sent. pfGetCurCalligraphic() returns the current value set by pfSelectCalligraphic(). 530 Debugging Calligraphic Lights on Non-Calligraphic Systems Debugging Calligraphic Lights on Non-Calligraphic Systems If you are developing on a non-calligraphics-enabled system but would like to see the effects of your pfCalligraphics programming, you can set the environment variable, PF_LPOINT_BOARD. In this mode, the LPB is simulated, the calligraphic computations are performed, and raster light points are displayed in place of the calligraphic lights with the following limitations: • Calligraphic defocus has no effect. • A calligraphic light point size is defined with the Z-footprint. Calligraphic Light Example Example 16-4 shows a sample implementation of calligraphic lights. You can find the source code in perf/sample/pguide/libpf/C/callig.c. Example 16-4 #include #include #include #include Calligraphic Lights static NumScreens=1; static NumPipes=1; static static static static void void void void ConfigPipeDraw(int pipe, uint stage); OpenPipeWin(pfPipeWindow *pw); OpenXWin(pfPipeWindow *pw); DrawChannel(pfChannel *chan, void *data); /* * Usage() -- print usage advice and exit. This * procedure is executed in the application process. */ static void Usage (void) { pfNotify(PFNFY_FATAL, PFNFY_USAGE, “Usage: multipipe file.ext ...\n”); 531 Chapter 16: Light Points exit(1); } int main (int argc, char *argv[]) { float t = 0.0f; pfScene *scene; pfPipe *pipe[4]; pfChannel *chan[4]; pfNode root; pfSphere sphere; int loop; /* Initialize Performer */ pfInit(); pfuInitUtil(); /* specify the number of pfPipes */ /* Configure and open GL windows */ if ((NumScreens = ScreenCount(pfGetCurWSConnection())) > 1) { NumPipes = NumScreens; } pfMultipipe (NumPipes); /* Initialize Calligraphic HW */ for (loop=0; loop < NumPipes; loop++) { int q; pfQueryFeature(PFQFTR_CALLIGRAPHIC, &q); if (!q) { pfNotify(PFNFY_NOTICE,PFNFY_RESOURCE, “Calligraphic points are NOT supported on this platform”); } if (pfCalligInitBoard(loop) == TRUE) { /* get the memory size */ pfNotify(PFNFY_NOTICE, PFNFY_RESOURCE,“StartCalligraphic: board(%d) has %d Bytes of memory”,0, pfGetCalligBoardMemSize(loop)); } else { 532 Calligraphic Light Example pfNotify(PFNFY_NOTICE, PFNFY_RESOURCE, “Could not init calligraphic board %d”, loop); } } /* Force Multiprocessor mode to use the light point process */ pfMultiprocess(PFMP_APP_CULL_DRAW | PFMP_FORK_LPOINT); /* Load all loader DSO’s before pfConfig() forks */ if (argc > 1) pfdInitConverter(argv[1]); /* Configure multiprocessing mode and start parallel processes.*/ pfConfig(); /* Append to PFPATH additional standard directories where geometry and textures exist */ scene = pfNewScene(); if (argc > 1) { if (!(getenv(“PFPATH”))) pfFilePath(“.:./data:../data:../../data:/usr/share/Performer/data”); /* Read a single file, of any known type. */ if ((root = pfdLoadFile(argv[1])) == NULL) { pfExit(); exit(-1); } /* Attach loaded file to a pfScene. */ pfAddChild(scene, root); /* determine extent of scene’s geometry */ pfGetNodeBSphere (scene, &bsphere); /* Create a pfLightSource and attach it to scene. */ pfAddChild(scene, pfNewLSource()); } for (loop=0; loop < NumPipes; loop++) pfPipeWindow *pw; 533 Chapter 16: Light Points char str[PF_MAXSTRING]; pipe[loop] = pfGetPipe(loop); pfPipeScreen(pipe[loop], loop); pw = pfNewPWin(pipe[loop]); pfPWinType(pw, PFPWIN_TYPE_X); sprintf(str, “IRIS Performer - Pipe %d”, loop); pfPWinName(pw, str); if (NumScreens > 1) { pfPWinOriginSize(pw, 0, 0, 300, 300); } else pfPWinOriginSize(pw, (loop&0x1)*315, ((loop&0x2)>>1)*340, 300, 300); pfPWinConfigFunc(pw, OpenPipeWin); pfConfigPWin(pw); } /* set up optional DRAW pipe stage config callback */ pfStageConfigFunc(-1 /* selects all pipes */, PFPROC_DRAW /* stage bitmask */, ConfigPipeDraw); pfConfigStage(-1, PFPROC_DRAW); pfFrame(); /* Create and configure pfChannels - by default, channels are placed in the first window on their pipe */ for (loop=0; loop < NumPipes; loop++) { chan[loop] = pfNewChan(pipe[loop]); pfChanScene(chan[loop], scene); pfChanFOV(chan[loop], 45.0f, 0.0f); pfChanTravFunc(chan[loop], PFTRAV_DRAW, DrawChannel); pfChanCalligEnable(chan[loop], 1); /* synchronize the lpoint board with the swap ready signal */ pfCalligSwapVME(loop); pfCalligSwapVME(loop); } /* Simulate for twenty seconds. */ while (t < 30.0f) 534 Calligraphic Light Example { pfCoord view; float s, c; /* Go to sleep until next frame time. */ pfSync(); /* Initiate cull/draw for this frame. */ pfFrame(); pfSinCos(45.0f*t, &s, &c); pfSetVec3(view.hpr, 45.0f*t, -10.0f, 0); pfSetVec3(view.xyz, 2.0f * bsphere.radius * s, -2.0f * bsphere.radius *c, 0.5f * bsphere.radius); for (loop=0; loop < NumPipes; loop++) pfChanView(chan[loop], view.xyz, view.hpr); } /* Terminate parallel processes and exit. */ pfExit(); return 0; } /* ConfigPipeDraw() -* Application state for the draw process can be initialized * here. This is also a good place to do real-time * configuration for the drawing process, if there is one. * There is no graphics state or pfState at this point so no * rendering calls or pfApply*() calls can be made. */ static void ConfigPipeDraw(int pipe, uint stage) { pfPipe *p = pfGetPipe(pipe); int x, y; pfNotify(PFNFY_NOTICE, PFNFY_PRINT, “Initializing stage 0x%x of pipe %d on screen %d, connection \”%s\””, stage, pipe,pfGetPipeScreen(p),pfGetPipeWSConnectionName(p)); pfGetPipeSize(p, &x, &y); pfNotify(PFNFY_NOTICE, PFNFY_PRINT, “Pipe %d size: %dx%d”, pipe, x,y); } 535 Chapter 16: Light Points /* * OpenPipeWin() -- create a GL window: set up the * window system, IRIS GL, and IRIS Performer. This * procedure is executed for each window in the draw process * for that pfPipe. */ void OpenXWin(pfPipeWindow *pw) { /* -1 -> use default screen or that specified by shell DISPLAY variable */ pfuGLXWindow *win; pfPipe *p; p = pfGetPWinPipe(pw); if (!(win = pfuGLXWinopen(p, pw, “TESTIN”))) pfNotify(PFNFY_FATAL, PFNFY_RESOURCE,“OpenXPipeline: Could not create GLX Window.”); win = win; /* suppress compiler warn */ } static void OpenPipeWin(pfPipeWindow *pw) { pfPipe *p; pfLight *Sun; p = pfGetPWinPipe(pw); /* open the window on the specified screen. By default, * if a screen has not yet been set and we are in multipipe mode, * a window of pfPipeID i will now open on screen i */ pfOpenPWin(pw); pfNotify(PFNFY_NOTICE, PFNFY_PRINT, PipeWin of Pipe %d opened on screen %d”, pfGetId(p),pfGetPipeScreen(p)); /* create a light source in the “south-west” (QIII) */ Sun = pfNewLight(NULL); 536 Calligraphic Light Example pfLightPos(Sun, -0.3f, -0.3f, 1.0f, 0.0f); } static void DrawChannel (pfChannel *channel, void *data) { static int first = 1; if (first) { first = 0; pfNotify(PFNFY_NOTICE,PFNFY_PRINT,”Calligraphics: 0x%p”, pfGetChanCurCallig(channel)); } /* erase framebuffer and draw Earth-Sky model */ pfClearChan(channel); /* invoke Performer draw-processing for this frame */ pfDraw(); } 537 Chapter 17 “Math Routines” This chapter details IRIS Performer’s comprehensive set of mathematical functions. Chapter 17 17. Math Routines This chapter describes the IRIS Performer math routines. Math routines let you create, modify, and manipulate vectors, matrices, line segments, planes, and bounding volumes such as spheres, boxes, and cylinders. Vector Operations A basic set of mathematical operations is provided for setting and manipulating floating point vectors of length 2, 3, and 4. The types of these vectors are pfVec2, pfVec3 and pfVec4, respectively. The components of a vector are denoted by PF_X, PF_Y, PF_Z, and PF_W with indices of 0, 1, 2, and 3, respectively. In the case of 4-vectors, the PF_W component acts as the homogeneous coordinate in transformations. IRIS Performer supplies macro equivalents for many of the routines described in this section. Inlining the macros instead of calling the routines can substantially improve performance. The C++ interface provides the same, fast performance as the inlined macros. Table 17-1 lists the routines, what they do (in mathematical notation), and the macro equivalents (where available) for working with 3-vectors. Most of the same operations are also available for 2-vectors and 4-vectors, substituting “2” or “4” for “3” in the routine names. The only operations not available for 2-vectors are vector cross-products, point transforms, and vector transforms; the only operations unavailable for 4-vectors are vector cross-products and point transforms, that is, there are no such routines as pfCrossVec2(), pfCrossVec4(), pfXformPt2(), pfXformPt4(), or pfXformVec2(). 541 Chapter 17: Math Routines Note: For the duration of this chapter, bold lowercase letters represent vectors and bold uppercase letters represent matrices. “×” indicates cross product, “.” denotes dot product, and vertical bars indicate the magnitude of a vector.] Table 17-1 Routines for 3-Vectors Routine Effect Macro Equivalent pfSetVec3(d, x, y, z) d = (x, y, z) PFSET_VEC3 pfCopyVec3(d, v) d=v PFCOPY_VEC3 pfNegateVec3(d,v) d = -v PFNEGATE_VEC3 pfAddVec3(d, v1, v2) d = v1 + v2 PFADD_VEC3 pfSubVec3(d, v1, v2) d = v1 - v2 PFSUB_VEC3 pfScaleVec3(d, s, v) d = sv PFSCALE_VEC3 pfAddScaledVec3(d, v1, s, v2) d = v1 + sv2 PFADD_SCALED_VEC3 pfCombineVec3(d,s1,v1,s2,v2) d = s1v1 + s2v2 PFCOMBINE_VEC3 pfNormalizeVec3(d) d = d/|d| none pfCrossVec3(d, v1, v2) d = v1 × v2 none pfXformPt3(d, v, m) d = vM, where v = (vx, vy, vz,) and M is the 4×3 submatrix. none pfFullXformPt3(d, v, M) d = vM/dw, where v = (vx, vy, vz, 1) none pfXformVec3(d, v, M) d = vM, where v = (vx, vy, vz, 0) none pfDotVec3(v1, v2) v1 . v2 PFDOT_VEC3 pfLengthVec3(v) |v| PFLENGTH_VEC3 pfSqrDistancePt3(v1, v2) |v2 - v1|2 PFSQR_DISTANCE_PT3 pfDistancePt3(v1, v2) |v2 - v1| PFDISTANCE_PT3 pfEqualVec3(v1, v2) returns TRUE if v1 = v2, FALSE otherwise PFEQUAL_VEC3 pfAlmostEqualVec3(v1,v2,tol) returns TRUE if each element of v1 is PFALMOST_EQUAL_ within tol of the corresponding VEC3 element of v2, FALSE otherwise 542 Matrix Operations Matrix Operations A pfMatrix is a 4x4 array of floating-point numbers that is used primarily to specify a transformation in homogeneous coordinates (x, y, z, w). Transforming a vector by a matrix means multiplying the matrix on the right by the row vector on the left. Table 17-2 describes the IRIS Performer mathematical operations that act on matrices. Table 17-2 Routines for 4x4 Matrices Routine Effect Macro Equivalent pfMakeIdentMat(d) D=I PFMAKE_IDENT_MAT pfMakeVecRotVecMat(d,v1,v2) D = M such that v2 = v1M. none v1, v2 normalized. pfMakeQuatMat(d, q)) D = M, where M is the rotation of the quaternion q. none pfMakeRotMat(d, deg, x, y, z) D = M, where M rotates by deg around (x, y, z) none pfMakeEulerMat(d, h, p, r) D = RPH, where R, P, and H are the none transforms for roll, pitch, and heading. pfMakeTransMat(d, x, y, z) D = M, where M translates by (x, y, z) PFMAKE_TRANS_MAT pfMakeScaleMat(d, x, y, z) D = M, where M scales by (x, y, z) PFMAKE_SCALE_MAT pfMakeCoordMat(d, c) D = M, where M rotates by (h, p, r) none and translates by (x, y, z), with h, p, r, x, y, and z all specified by c pfGetOrthoMatQuat(s, q) returns, in q, a quaternion with the none rotation specified by s. pfGetOrthoMatCoord(s, d) returns, in d, the rotation and translation specified by s pfSetMatRow(d, r, x, y, z, w) Set rth row of D equal to (x, y, z, w) PFSET_MAT_ROW pfGetMatRow(m, r, x, y, z, w) (*x, *y, *z, *w) = rth row of M none PFGET_MAT_ROW 543 Chapter 17: Math Routines Table 17-2 (continued) 544 Routines for 4x4 Matrices Routine Effect Macro Equivalent pfSetMatCol(d, c, x, y, z, w) Set cth column of D equal to (x, y, z, PFSET_MAT_COL w) pfGetMatCol(m, c, x, y, z, w) (*x, *y, *z, *w) = cth column of M PFGET_MAT_COL pfSetMatRowVec3(d, r, v) Set rth row of D equal to v PFSET_MAT_ROWVEC3 pfGetMatRowVec3(m, r, d) d = rth row of M PFGET_MAT_ROWVEC3 pfSetMatColVec3(d, c, v) Set cth column of D equal to v PFSET_MAT_COLVEC3 pfGetMatColVec3(m, c, d) d = cth column of M PFGET_MAT_COLVEC3 pfCopyMat(d, m) D=M PFCOPY_MAT pfAddMat(d, m1, m2) D = M1 + M2 none pfSubMat(d, m1, m2) D = M1 - M2 none pfMultMat(d, m1, m2) D = M1M2 none pfPostMultMat(d, m) D = DM none pfPreMultMat(d, m) D = MD none pfTransposeMat(d, m) D = MT none pfPreTransMat(d, m, x, y, z) D = TM, where T translates by (x, y, z) none pfPostTransMat(d, x, y, z, m) D = MT, where T translates by (x, y, z) none pfPreRotMat(d, deg, x, y, z, m) D = RM, where R rotates by deg around (x, y, z) none pfPostRotMat(d, m, deg, x, y, z) D = MR, where R rotates by deg around (x, y, z) none pfPreScaleMat(d, x, y, z, m) D = SM, where S scales by (x, y, z) none pfPostScaleMat(d, m, x, y, z) D = MS, where S scales by (x, y, z) none pfInvertFullMat(d, m)) D = M-1 for general matrices none pfInvertAffMat(d, m) D = M-1, with M affine none Matrix Operations Table 17-2 (continued) Routines for 4x4 Matrices Routine Effect Macro Equivalent pfInvertOrthoMat(d, m) D = M-1, with M orthogonal none pfInvertOrthoNMat(d, m) D = M-1, with M orthonormal none pfInvertIdentMat(d, m) D = M-1, with M equal to the identity matrix none pfEqualMat(d, m) returns TRUE if D = M, FALSE otherwise PFEQUAL_MAT pfAlmostEqualMat(d, m, tol) returns TRUE if each element of D PFALMOST_EQUAL_MA is within tol of the corresponding T element of M, FALSE otherwise Some of the math routines that take a matrix as an argument are restricted to affine, orthogonal, or orthonormal matrices, these restrictions being noted by Aff, Ortho and OrthoN, respectively. (If such a restriction isn’t noted in a libpr routine name, the routine can take a general matrix.) An affine transformation is one that leaves the homogeneous coordinate unchanged— that is, in which the last column is (0,0,0,1). An orthogonal transformation is one that preserves angles. It can include translation, rotation, and uniform scaling, but no shearing or nonuniform scaling. An orthonormal transformation is an orthogonal transformation that preserves distances; that is, one that contains no scaling. In the visual simulation library, libpf, most routines require the matrix to be orthogonal, although this isn’t noted in the routine names. The standard order of transformations for a hierarchical scene involves postmultiplying the transformation matrix for a child by the matrix for the parent. For instance, assume your scene involves a hand attached to an arm attached to a body. To get a transformation matrix H for the hand, postmultiply the arm’s transformation matrix (A) by the body’s (B): H = AB. To transform the hand object (at location h in hand coordinates) to body coordinates, calculate h’ = hH. 545 Chapter 17: Math Routines Example 17-1 Matrix and Vector Math Examples /* * test Rot of v1 onto v2 */ { pfVec3 v1, v2, v3; pfMatrix m1; MakeRandomVec3(v1); MakeRandomVec3(v2); pfNormalizeVec3(v1); pfNormalizeVec3(v2); pfMakeVecRotVecMat(m1, v1, v2); pfXformVec3(v3, v1, m1); AssertEqVec3(v3, v2, “Arb Rot To”); } /* * test inversion of Affine Matrix */ { pfVec3 v1, v2, v3; pfMatrix m1, m2, m3; MakeRandomVec3(v3); pfMakeScaleMat(m2, v3[0], v3[1], v3[2]); pfPreMultMat(m1, m2); MakeRandomVec3(v1); pfNormalizeVec3(v1); MakeRandomVec3(v2); pfNormalizeVec3(v2); pfMakeVecRotVecMat(m1, v1, v2); s = pfLengthVec3(v2)/pfLengthVec3(v1); pfPreScaleMat(m1, s, s, s, m1); MakeRandomVec3(v1); pfNormalizeVec3(v1); MakeRandomVec3(v2); pfNormalizeVec3(v2); pfMakeVecRotVecMat(m2, v1, v2); MakeRandomVec3(v3); pfMakeTransMat(m2, v3[0], v3[1], v3[1]); 546 Quaternion Operations pfPreMultMat(m1, m2); pfInvertAffMat(m3, m1); pfPostMultMat(m3, m1); AssertEqMat(m3, ident, “affine inverse”); Quaternion Operations A pfQuat is the IRIS Performer data structure (a pfVec4) whose for floating point values represent the components of a quaternion. Quaternions have many beneficial properties. The most relevant of these is their ability to represent 3D rotations in a manner that allows relatively simple yet meaningful interpolation between rotations. Much like multiplying two matrices, multiplying two quaternions results in the concatenation of the transformations. For more information on quaternions, see the article by Sir William Rowan Hamilton “On quaternions; or on a new system of imaginaries in algebra,” in the Philosophical Magazine, xxv, pp. 10-13 (July 1844), or refer to the sources noted in the pfQuat(3pf) reference page. The properties of spherical linear interpolation makes quaternions much better suited than matrices for interpolating transformation values from keyframes in animations. The most common usage then is to use pfSlerpQuat() to interpolate between two quaternions representing two rotational transformations. The quaternion that results from the interpolation can then be passed to pfMakeQuatMat() to generate a matrix for use in a subsequent IRIS Performer call such as pfDCSMat(). While converting a quaternion to a matrix is relatively efficient, converting a matrix to a quaternion with pfGetOrthoMatQuat() is expensive and should be avoided when possible. Because a pfQuat is also a pfVec4, all of the pfVec4 routines and macros may be used on pfQuats as well. Table 17-3 Routines for Quaternions Routine Effect Macro Equivalent pfMakeRotQuat(q, a, x, y, z) Sets q to rotation of a degrees about none (x, y, z) pfGetQuatRot(q, a, x, y, z) Sets *a to angle and (*x, *y, *z) to axis of rotation represented by q none pfConjQuat(d, q) d = conjugate of q PFCONJ_QUAT 547 Chapter 17: Math Routines Table 17-3 (continued) Routines for Quaternions Routine Effect Macro Equivalent pfLengthQuat(q) returns length of q PFLENGTH_QUAT pfMultQuat(d, q1, q2) d = q1 * q2 PFMULT_QUAT pfDivQuat(d, q1, d2) d = q1 / q1 PFDIV_QUAT pfInvertQuat(d, q1) d = 1 / q1 pfExpQuat(d, q) d = exp(q) none pfLogQuat(d, q) d = ln(q) none pfSlerpQuat(d, t, q1, q2) d = interpolation with weight t between q1 (t=0.0) and q2 (t=1.0) none pfSquadQuat(d, t, q1, q2, a, b) d = quadratic interpolation between q1 and q2 pfQuatMeanTangent(d, q1, q2, q3) Example 17-2 none d = mean tangent of q1, q2 and q3. none Quaternion Example /* * test quaternion slerp */ pfQuat q1, q2, q3; pfMatrix m1, m2, m3, m3q; pfVec3 axis; float angle1, angle2, angle, t; MakeRandomVec3(axis); pfNormalizeVec3(axis); angle1 = -drand48()*90.0f; angle2 = drand48()*90.0f; t = drand48(); pfMakeRotMat(m1, angle1, axis[0], axis[1], axis[2]); pfMakeRotQuat(q1, angle1, axis[0], axis[1], axis[2]); pfMakeQuatMat(m3q, q1); 548 Matrix Stack Operations pfMakeRotMat(m2, angle2, axis[0], axis[1], axis[2]); pfMakeRotQuat(q2, angle2, axis[0], axis[1], axis[2]); pfMakeQuatMat(m3q, q2); AssertEqMat(m2, m3q, “make rot quat q2”); angle = (1.0f-t) * angle1 + t * angle2; pfMakeRotMat(m3, angle, axis[0], axis[1], axis[2]); pfMakeRotQuat(q1, angle1, axis[0], axis[1], axis[2]); pfMakeRotQuat(q2, angle2, axis[0], axis[1], axis[2]); pfSlerpQuat(q3, t, q1, q2); pfMakeQuatMat(m3q, q3); AssertEqMat(m3q, m3, “quaternion slerp”); { Matrix Stack Operations IRIS Performer allows you to create a stack of transformation matrices, which is called a pfMatStack. Table 17-4 lists and describes the matrix stack routines. Note that none of these routines has a macro equivalent. The matrix at the top of the matrix stack is denoted “TOS,” for “Top of Stack.” Table 17-4 Matrix Stack Routines Routine Operation pfNewMStack Allocate storage. pfResetMStack Reset the stack. pfPushMStack Duplicate the TOS and push it on the stack. pfPopMStack Pop the stack. pfPreMultMStack Premultiply the TOS by a matrix. pfPostMultMStack Postmultiply the TOS by a matrix. pfLoadMStack Set the TOS matrix. pfGetMStack Get the TOS matrix. 549 Chapter 17: Math Routines Table 17-4 (continued) Matrix Stack Routines Routine Operation pfGetMStackTop Get a pointer to the TOS matrix. pfGetMStackDepth Return the current depth of the stack. pfPreTransMStack Premultiply the TOS by a translation. pfPostTransMStack Postmultiply the TOS by a translation. pfPreRotMStack Premultiply thee TOS by a rotation. pfPostRotMStack Postmultiply the TOS by a rotation. pfPreScaleMStack Premultiply the TOS by a scale factor. pfPostScaleMStack Postmultiply the TOS by a scale factor. Creating and Transforming Volumes libpr provides a number of volume primitives, including sphere, box, cylinder, half-space (plane), and frustum. libpf uses the frustum primitive for a view frustum, and uses other volume primitives for bounding volumes: • pfNodes use bounding spheres. • pfGeoSets use bounding boxes. • Segments use bounding cylinders. Defining a Volume This section describes how to define geometric volumes. 550 Creating and Transforming Volumes Spheres Spheres are defined by a center and a radius, as shown by the pfSphere structure’s definition: typedef struct { pfVec3 center; float radius; } pfSphere; A point p is in the sphere with center c and radius r if |p - c|< r. Axially Aligned Boxes An axially aligned box is defined by its two corners with the smallest and largest values for each coordinate. Its edges are parallel to the X, Y, and Z axes. It’s represented by the pfBox data structure: typedef struct { pfVec3 min; pfVec3 max; } pfBox; A point (x, y, z) is in the box if minx < x < maxx, miny < y < maxy, and minz < z < maxz, . Cylinders A cylinder is defined by its center, radius, axis, and half-length, as shown by the definition of the pfCylinder data structure: typedef struct { pfVec3 center; float radius; pfVec3 axis; float halfLength; } pfCylinder; A point p is in the cylinder with center c, radius r, axis a, and half-length h, if |(p - c) . a| < h and | (p - c) - ((p - c) . a) a | < r. 551 Chapter 17: Math Routines Half-spaces (Planes) A half-space is defined by a plane with a normal pointing away from the interior. It’s represented by the pfPlane data structure: typedef struct { pfVec3 normal; float offset; } pfPlane; A point p is in the half-space with normal n and offset d if p . n < d. Frusta Unlike the other volumes, a pfFrustum isn’t an exposed structure. You can allocate storage for a pfFrustum using pfNewFrust() and you can set the frustum using pfMakePerspFrust() or pfMakeOrthoFrust(). Creating Bounding Volumes The easiest and most efficient way to create a volume is to use one of the bounding operations. The routines in Table 17-5 create a bounding volume that encloses other geometric objects. Table 17-5 552 Routines to Create Bounding Volumes Routine Bounding Volume pfBoxAroundPts Box enclosing a set of points pfBoxAroundBoxes Box enclosing a set of boxes pfBoxAroundSpheres Box enclosing a set of spheres pfCylAroundSegs Cylinder around a set of segments pfSphereAroundPts Sphere around a set of points pfSphereAroundBoxes Sphere around a set of boxes pfSphereAroundSpheres Sphere around a set of spheres Creating and Transforming Volumes Bounding volumes can also be defined by extending existing volumes, but in many cases the tightness of the bounds created through a series of extend operations is substantially inferior to that of the bounds created with a single pf*Around*() operation. Table 17-6 lists and describes the routines for extending bounding volumes. Table 17-6 Routines to Extend Bounding Volumes Routine Operation pfBoxExtendByPt Extend a box to enclose a point. pfBoxExtendByBox Extend a box to enclose another box. pfSphereExtendByPt Extend a sphere to enclose a point. pfSphereExtendBySphere Extend a sphere to enclose a sphere. Transforming Bounding Volumes Transforming the volumes with an orthonormal transformation—that is, with no skew or nonuniform scaling, is straightforward for all of the volumes except for the axially aligned box. A straight transformation of the vertices doesn’t suffice because the new box would no longer be axially aligned, so an aligned box must be created that encloses the transformed vertices. Hence a transformation of a box isn’t generally reversed by applying the inverse transformation to the new box. Table 17-7 lists and describes the routines that transform bounding volumes. Table 17-7 Routines to Transform Bounding Volumes Routine Operation pfOrthoXformPlane Transform a plane or half-space. pfOrthoXformFrust Transform a frustum. pfXformBox Transform and extend a bounding box. pfOrthoXformCyl Transform a cylinder. pfOrthoXformSphere r Transform a sphere. 553 Chapter 17: Math Routines Intersecting Volumes IRIS Performer provides a number of routines that test for intersection with volumes. Point-Volume Intersection Tests The point-volume intersection test returns PFIS_TRUE if the specified point is in the volume and PFIS_FALSE otherwise. Table 17-8 lists and describes the routines that test a point for inclusion within a bounding volume. Table 17-8 Testing Points for Inclusion in a Bounding Volume Routine Test pfBoxContainsPt Point inside a box pfSphereContainsPt Point inside a sphere pfCylContainsPt Point inside a cylinder pfHalfSpaceContainsPt Point inside a half-space pfFrustContainsPt Point inside a frustum Volume-Volume Intersection Tests IRIS Performer provides a number of volume-volume tests that are used internally for bounding-volume tests when culling to a view frustum or when testing a group of line segments against geometry in a scene (see “Intersecting With pfGeoSets” on page 558). You can intersect spheres, boxes, and cylinders against half-spaces and against frustums for culling. You can intersect cylinders against spheres for testing grouped segments against bounding volumes in a scene. 554 Intersecting Volumes Table 17-9 lists and describes the routines that test for volume intersections. Table 17-9 Testing Volume Intersections Routine Action: Test if A Inside B pfHalfSpaceContainsSphere Sphere inside a half-space pfFrustContainsSphere Sphere inside a frustum pfSphereContainsSphere Sphere inside a sphere pfSphereContainsCyl Cylinder inside a sphere pfHalfSpaceContainsCyl Cylinder inside a half-space pfFrustContainsCyl Cylinder inside a frustum pfHalfSpaceContainsBox Box inside a half-space pfFrustContainsBox Box inside a frustum pfBoxContainsBox Box inside a box The volume-volume intersection tests are designed to quickly locate empty intersections for rejection during a cull. If the complete intersection test is too time-consuming, the result PFIS_MAYBE is returned, to indicate that the two volumes might intersect. The returned value is a bitwise OR of tokens, as shown in Table 17-10. Table 17-10 Intersection Results Test Result Meaning PFIS_FALSE No intersection PFIS_MAYBE Possible intersection PFIS_MAYBE | PFIS_TRUE A contains at least part of B PFIS_MAYBE | PFIS_TRUE | PFIS_ALL_IN A contains all of B 555 Chapter 17: Math Routines This arrangement allows simple code such as that shown in Example 17-3. Example 17-3 Quick Sphere Culling Against a Set of Half-Spaces long HSSContainsSphere(pfPlane **hs, pfSphere *sph, long numHS) { long i, isect; isect = ~0; for (i = 0 ; i < numHS ; i++) { isect &= pfHalfSpaceContainsSphere(sph,hs[i]); if (isect == PFIS_FALSE) return isect; } /* if not ALL_IN all half spaces, don’t know for sure */ if (!(isect & PFIS_ALL_IN)) isect &= ~PFIS_TRUE; return isect; } Creating and Working With Line Segments A pfSeg represents a line segment starting at position pos, extending for a distance length in the direction dir: typedef struct { pfVec3 pos; pfVec3 dir; float length; } pfSeg; The routines that operate on pfSegs assume that dir is of unit length and that length is positive; otherwise, the results of operations are undefined. 556 Creating and Working With Line Segments You can create line segments in three different ways: • Specify a point and a direction directly in the structure—pfSeg(). • Specify two endpoints: pfMakePtsSeg(). • Specify one endpoint and an orientation in polar coordinates—pfMakePolarSeg(). • Specify starting and ending distances along an existing segment—pfClipSeg(). Intersection tests are the most important operations that use line segments. You can test the intersection of segments with volumes (half-spaces, spheres, and boxes), with 2D geometry (planes and triangles), and with geometry inside pfGeoSets. Intersecting With Volumes IRIS Performer supports intersections of segments with three types of convex volumes. pfHalfSpaceIsectSeg() intersects a segment with the half-space defined by a plane with an outward facing normal. pfSphereIsectSeg() intersects with a sphere and pfBoxIsectSeg() intersects with an axially aligned box. The intersection test of a segment and a convex volume can have one of five results: • The segment lies entirely outside the volume. • The segment lies entirely within the volume. • The segment lies partially inside the volume with the starting point inside. • The segment lies partially inside the volume with the ending point inside. • The segment lies partially inside the volume with both endpoints outside. As with the volume-volume tests, the segment-volume intersection routines return a value that is the bitwise OR of some combination of the tokens PFIS_TRUE, PFIS_ALL_IN, PFIS_START_IN, and PFIS_MAYBE. (When PFIS_TRUE is set PFIS_MAYBE is also set for consistency with those routines that do quick intersection tests for culling.) The functions take two arguments that return the distances along the segment of the starting and ending points. The return values are designed so that you can AND them together for testing for the intersection of a segment against the intersection of a number of volumes. For example, a convex polyhedron is defined as the intersection of a set of half-spaces. Example 17-4 shows how to intersect a segment with a polyhedron. 557 Chapter 17: Math Routines Example 17-4 Intersecting a Segment With a Convex Polyhedron long HSSIsectSeg(pfPlane **hs, pfSeg *seg, long nhs, float *d1, float *d2) { long retval = 0xffff; for (long i = 0 ; i < nhs ; i++) { retval &= pfHalfSpaceIsectSeg(hs[i], seg, d1, d2); if (retval == 0) return 0; pfClipSeg(seg, *d1, *d2); } return retval; } Note that these routines do not actually clip the segment. If you want the segment to be clipped to the interior of the volume, you must call pfClipSeg(), as in the example above. Intersecting With Planes and Triangles Intersections with planes and triangles are simpler than those with volumes. pfPlaneIsectSeg() and pfTriIsectSeg() return either PFIS_TRUE or PFIS_FALSE, depending on whether an intersection has occurred. The distance of the intersection along the segment is returned in one of the arguments. Intersecting With pfGeoSets You can intersect line segments with the drawable geometry that’s within pfGeoSets by calling pfGSetIsectSegs(). The operation is very similar to that of pfNodeIsectSegs(), except that rather than operating on an entire scene graph, only the triangles within the pfGeoSet are “traversed.” pfGSetIsectSegs() takes a pfSegSet and tests to see whether any of the segments intersect the polygons inside the specified pfGeoSet. By default, information about the closest intersection along each segment is returned as a set of pfHit objects, one for each line segment in the request. Each pfHit object indicates the location of the intersection, the normal, and what element was hit. This element identification includes the index of the primitive within the pfGeoSet and the triangle index within the primitive (for tristrips and quads primitives), as well as the actual triangle vertices. 558 Creating and Working With Line Segments You can also extract information from a pfHit object using pfQueryHit() and pfMQueryHit(). (See “Intersection Requests: pfSegSets” and “Intersection Return Data: pfHit Objects” in Chapter 4 for more information about pfSegSets and pfHit objects.) The principal difference between those routines and pfGSetIsectSegs() is that with pfGSetIsectSegs() information concerning the libpf scene graph (such as transformation, geode, name, and path) is never used. Two types of intersection testing are possible, as shown in Table 17-11. Table 17-11 Test Name Available Intersection Tests Function PFTRAV_IS_GSET Intersect the segment with the bounding box of the pfGeoSet. PFTRAV_IS_PRIM Intersect the segment with the polygon-based primitives inside the pfGeoSet. You can use PFTRAV_IS_GSET for crude collision detection and PFTRAV_IS_PRIM for fine-grained testing. You can enable both bits and dynamically choose whether to go down to the primitive level by using a discriminator callback (see “Discriminator Callbacks”). pfGSetIsectSegs() performs only primitive-level testing for pfGeoSets consisting of triangles (PFGS_TRIS), quads (PFGS_QUADS), and tristrips (PFGS_TRISTRIPS), and all are decomposed into triangles. Intersection Masks Each pfGeoSet has an intersection mask that you set using pfGSetIsectMask(). The mask in the pfGeoSet is useful when pfGeoSets are embedded in a larger data structure; it allows you to define pfGeoSets to belong to different classes of geometry for intersection—for example, water, ground, foliage. pfGSetIsectSegs() also takes a mask, and an intersection test is performed only if the bitwise AND of the two masks is nonzero. 559 Chapter 17: Math Routines Discriminator Callbacks If a callback is specified in pfGSetIsectSegs() function is invoked when a successful intersection occurs, either with the bounding box of the pfGeoSet or with a primitive. The discriminator can decide what action to take based on the information about the intersection contained in a pfHit object. The return value from the discriminator determines whether the current intersection is valid and should be copied into the return structure, whether the rest of the geometry in the pfGeoSet is examined, and whether the segment should be clipped before continuing. Unless the return value includes the bit PFTRAV_IS_IGNORE, the intersection is considered successful and is copied into the array of pfHit structures for return. The bits of the PFTRAV_* tokens determine whether to continue, as shown in Table 17-12. Table 17-12 Discriminator Return Values Result Meaning PFTRAV_CONT Continue examining geometry inside the pfGeoSet. PFTRAV_PRUNE Terminate the traversal now. PFTRAV_TERM Terminate the traversal now. The bits PFTRAV_IS_CLIP_END and PFTRAV_IS_CLIP_START cause the segment to be clipped at the end or at the start using the intersection point. By default, in the absence of a discriminator, segments are end-clipped at each successful intersection at the finest level (bounding box or primitive level) requested. Hence, the closest intersection point is always returned. The discriminator is passed a pfHit. You can use pfQueryHit() to examine information about the intersection, including which segment number within the pfSegSet the intersection is for and the current segment as clipped by previous intersections. 560 General Math Routine Example Program General Math Routine Example Program Example 17-5 demonstrates the use of many of the available IRIS Performer math routines. Example 17-5 Intersection Routines in Action /* * simple test of pfCylIsectSeg */ { pfVec3 tmpvec; pfSetVec3(pt1, -2.0f, 0.0f, 0.0f); pfSetVec3(pt2, 2.0f, 0.0f, 0.0f); pfMakePtsSeg(&seg1, pt1, pt2); pfSetVec3(cyl1.axis, 1.0f, 0.0f, 0.0f); pfSetVec3(cyl1.center, 0.0f, 0.0f, 0.0f); cyl1.radius = 0.5f; cyl1.halfLength = 1.0f; isect = pfCylIsectSeg(&cyl1, &seg1, &t1, &t2); pfClipSeg(&clipSeg, &seg1, t1, t2); AssertFloatEq(clipSeg.length, 2.0f, “clipSeg.length”); pfSetVec3(tmpvec, 1.0f, 0.0f, 0.0f); AssertVec3Eq(clipSeg.dir, tmpvec, “clipSeg.dir”); pfSetVec3(tmpvec, -1.0f, 0.0f, 0.0f); AssertVec3Eq(clipSeg.pos, tmpvec, “clipSeg.pos”); } /* * simple test of pfTriIsectSeg */ { pfVec3 tr1, tr2, tr3; pfSeg seg; float d = 0.0f; long i; for (i = 0 ; i < 30 ; i++) { float alpha = 2.0f * drand48() - 0.5f; float beta = 2.0f * drand48() - 0.5f; float lscale = 2.0f * drand48(); 561 Chapter 17: Math Routines float target; long shouldisect; MakeRandomVec3(tr1); MakeRandomVec3(tr2); MakeRandomVec3(tr3); MakeRandomVec3(pt1); pfCombineVec3(pt2, alpha, tr2, beta, tr3); pfCombineVec3(pt2, 1.0f, pt2, 1.0f - alpha - beta, tr1); pfMakePtsSeg(&seg, pt1, pt2); target = seg.length; seg.length = lscale * seg.length; isect = pfTriIsectSeg(tr1, tr2, tr3, &seg, &d); shouldisect = (alpha >= 0.0f && beta >= 0.0f && alpha + beta <= 1.0f && lscale >= 1.0f); if (shouldisect) if (!isect) printf(“ERROR: missed\n”); else AssertFloatEq(d, target, “hit at wrong distance”); else if (isect) printf(“ERROR: hit\n”); } /* * simple test of pfCylContainsPt */ { pfCylinder cyl; pfVec3 pt; pfVec3 perp; pfSetVec3(cyl.center, 1.0f, 10.0f, 5.0f); pfSetVec3(cyl.axis, 0.0f, 0.0f, 1.0f); pfSetVec3(perp, 1.0f, 0.0f, 0.0f); cyl.halfLength = 2.0f; cyl.radius = 0.5f; pfCopyVec3(pt, cyl.center); if (!pfCylContainsPt(&cyl, pt)) printf(“center of cylinder not in cylinder!!!!\n”); 562 General Math Routine Example Program pfAddScaledVec3(pt, cyl.center, 0.9f*cyl.halfLength, cyl.axis); if (!pfCylContainsPt(&cyl, pt)) printf(“0.9*halfLength not in cylinder!!!!\n”); pfAddScaledVec3(pt, cyl.center, -0.9f*cyl.halfLength, cyl.axis); if (!pfCylContainsPt(&cyl, pt)) printf(“-0.9*halfLength not in cylinder!!!!\n”); pfAddScaledVec3(pt, cyl.center, -0.9f*cyl.halfLength, cyl.axis); pfAddScaledVec3(pt, pt, 0.9f*cyl.radius, perp); if (!pfCylContainsPt(&cyl, pt)) printf(printf(“-0.9*halfLength not in cylinder!!\n”); pfAddScaledVec3(pt, cyl.center, 0.9f*cyl.halfLength, cyl.axis); pfAddScaledVec3(pt, pt, -0.9f*cyl.radius, perp); if (!pfCylContainsPt(&cyl, pt)) printf(“-0.9*halfLength not in cylinder!!!!\n”); pfAddScaledVec3(pt, cyl.center, 1.1f*cyl.halfLength, cyl.axis); if (pfCylContainsPt(&cyl, pt)) printf(“1.1*halfLength in cylinder!!!!\n”); pfAddScaledVec3(pt, cyl.center, -1.1f*cyl.halfLength, cyl.axis); if (pfCylContainsPt(&cyl, pt)) printf(“-1.1*halfLength in cylinder!!!!\n”); pfAddScaledVec3(pt, cyl.center, -0.9f*cyl.halfLength, cyl.axis); pfAddScaledVec3(pt, pt, 1.1f*cyl.radius, perp); if (pfCylContainsPt(&cyl, pt)) printf(“1.1*radius in cylinder!!!!\n”); pfAddScaledVec3(pt, cyl.center, 0.9f*cyl.halfLength, cyl.axis); pfAddScaledVec3(pt, pt, -1.1f*cyl.radius, perp); if (pfCylContainsPt(&cyl, pt)) printf(“1.1*radius in cylinder!!!!\n”); } 563 Chapter 18 “Statistics” This chapter discusses the various kinds of available statistics on the performance of your application. Chapter 18 18. Statistics This chapter describes the IRIS Performer profiling utilities. Statistics are available on nearly every aspect of IRIS Performer’s operation and can be used to diagnose both functionality and performance problems, as well as for writing benchmarks and for load management. For more detailed information on interpreting statistics to tune the performance of your application, refer to Chapter 19, “Performance Tuning and Debugging.” To collect most IRIS Performer statistics, all you have to do is enable them; IRIS Performer then collects them automatically for you in pfStats and pfFrameStats data structures (for libpr and libpf, respectively). You can query the contents of these structures from your program, or write the data to files. A libpf application can also display the contents of a pfFrameStats structure in a channel by calling pfDrawChanStats() or pfDrawFStats(). The statistics drawn for a channel are the statistics accumulated in the channel’s own pfFrameStats. Such a display isn’t necessary for statistics collection. The pointer to the pfFrameStats structure for a channel can be gotten with pfGetChanFStats(). You can then control which statistics for the channel are being accumulated. Most of the IRIS Performer demo programs display some subset of these statistics. This chapter first explains some of the complex graphical displays and then discusses how to display statistics from a libpf-based application. Subsequent sections explain how to access and manipulate statistics from within an application. Topics include enabling and disabling statistics classes, printing, querying, and copying statistics data, as well as some basic examples showing common uses of statistics. At the end of this chapter is a discussion of the different statistics classes for libpr and libpf, along with details of their use. Interpreting Statistics Displays Many types of statistics can be displayed in a channel. Most such displays consist simply of labeled numbers and are fairly self-explanatory; however, some of the displays, such as the stage timing graph, warrant further explanation. 567 Chapter 18: Statistics IRIS Performer tracks the time spent in the application, cull, and draw stages of the rendering pipeline. The basic statistics display shows a timing graph for each stage of the past several frames, as well as showing the current frame rate and load information. This profiling diagram is useful for optimizing both the database and application structure. Figure 18-1 shows a sample stage timing graph from an IRIS Performer demo program. It might be helpful to refer to a running example as well—by turning on a statistics display in perfly, for instance—while reading this section. Figure 18-1 Stage Timing Statistics Display The statistics diagram in Figure 18-1 is the simplest of the standard statistics displays. There are several other standard display formats, each emphasizing other classes of statistics. Statistics collection, though highly optimized, can take extra time in IRIS Performer operations. Because of this, you have a great deal of fine control over exactly what statistics are currently being collected and what statistics are being displayed. Statistics are divided into classes (separated into vertically stacked boxes in a display), and into modes within each class. The next several sections describe the classes shown in a typical statistics display. Status Line The top line of a standard statistics display, above the box that the rest of the statistics are drawn in, shows the current average frame rate followed by a slash and the target frame rate. (To set a target frame rate, call pfFrameRate().) The rest of that status line indicates what frame-rate control method you’re using (FLOAT, FREE, LIMIT, or LOCK—for details, see “Achieving the Frame Rate” in Chapter 5), your multiprocess model (set with pfMultiprocess()), and the average time (in milliseconds) spent in the channel draw callback. An optional part of the status line indicates the number of triangles in the scene. 568 Interpreting Statistics Displays Stage Timing Graph The main part of the timing display is the stage timing graph, occupying the top portion of the statistics display. The red vertical lines (the darker ones in Figure 18-1) mark video retrace intervals, which occur at the video refresh rate of the system (commonly 60 times per second); a field is the period of time between two video retrace boundaries. The green vertical lines (the lighter ones in the figure) indicate frame boundaries. Note that frame boundaries are always on field boundaries and are an integral number of fields. The segmented horizontal line segments in the top portion of the timing graph show the time taken by each of the IRIS Performer pipeline stages and additional processes: i (intersection), a (application), c (cull), d (draw), l(lpoint, db(dbase) and cx(compute) for each of the four frames shown (0 through 3). On screen, all stages belonging to a given frame are drawn in one color; different colors indicate different frames. You will notice that the application lines show a change in color. This point is where pfFrame() returned and is the start of the next application frame. At that point is a label for the stage name, and the age of the frame being represented. The stages of the most recent frame, at the right of the graph, are marked a0, c0, and d0; previous frames have higher numbers (so “a-1” indicates the application stage of the immediately previous frame). All stages performed by the same IRIX process are connected by vertical lines. If two stages are performed by different processes, they are not connected by a vertical line. In most multiprocessing modes, a stage of one frame occurs at the same time as another stage for a different frame, so that (for instance) d0 is directly below c-1 in the graph. The exception is the PFMP_CULLoDRAW model, in which the cull and draw stages for a given frame are performed in tandem; in this mode d0 is directly below c0 in the graph. (In Figure 18-1, the PFMP_APPCULLDRAW model was used and all stages are part of separate processes.) These stage timings are helpful when choosing a process model and balancing the cull and draw tasks for a database. Furthermore, the timing graph can show you how close you are to an improvement in frame rate as you view the database. The timing lines for each stage are broken into pieces displayed at slightly different heights and thicknesses to show the time taken by significant subtasks within each stage. Raised segments reflect time spent in user code, intermediate lines reflect time spent in IRIS Performer code, and lowered lines reflect time waiting on other operations. Figure 18-2 illustrates the parts of a draw-stage timing line. Note that this figure isn’t drawn to scale; sizes are exaggerated in order to discuss the individual parts more easily. 569 Chapter 18: Statistics Before pfDraw During pfDraw After pfDraw Drawing stats Figure 18-2 Conceptual Diagram of a Draw-Stage Timing Line The following explains the potential displayed elements of each stage line in the timing graph. Note that if you run your app or perfly you may not see some parts if the corresponding operations are not needing to be done. The application stage is divided into five subsegments, starting at the point where pfFrame() returns and the new application frame is beginning: 570 • The time spent in the application’s main loop between the pfFrame() call and the pfSync() call (highest segment in application line, drawn as a thick, bright line). • The time spent cleaning the scene graph from application changes during pfSync(); drawn as mid-height thick, bright line. This will also include the time for pfAppFrame() which is called from pfSync() if not already called for the current frame by the user. pfSequences are also evaluated as part of pfAppFrame(). • The time spent sleeping in pfSync() while waiting for the next field or frame boundary (depending on pfPhase and process model); the lowest point in the application line, drawn as a thin pale dotted line. Note that in single process with pfPhase of FREE_RUN, there will be a sleep period to wait for the swapbuffer of the draw to complete before continuing with the application since any other graphics call would effective force such a sleep anyway and in a place where its timing effect could not be measured. • The time spent in the application code between calling pfSync() and calling pfFrame(); drawn as bright raised line. This is the critical path section and this line should be as small as possible or non-existent. • The time spent in pfFrame() cleaning the scene graph after any changes that might have been made in the previous subsegment, and then checking intersections; drawn as mid-height thick bright line. This line should typically be very small or non-existent as it is part of the critical path and implies database changes between pfSync() and pfFrame() which would be an expensive place to do such changes. Interpreting Statistics Displays • The time spent waiting while the cull and other downstream process copy updated information from the application and then starting the downstream stages on the now-finished frame (drawn as a low thin line). The end of this line is where pfFrame() returns and the user main application section (or post frame section) starts again. The cull stage is divided into only two subsegments: • The time spent receiving updates from the application (in some multiprocessing models, this overlaps with the last subsegment of the application stage). This time is displayed for all channels even though it is only done one time. This is drawn as a lowered thick line. • The time spent in the channel cull callback for the given channel, including time spent in pfCull() (drawn as raised line). Note that there may be a large space between this and the update line if there are multiple channels on the same pfPipe that are processed first. The draw stage has potentially six subsegments: • The time spent in the channel draw callback before the call to pfDraw() (a very short thick dark raised segment. This will include the time for your call to pfClearChan(). However, under normal circumstances, this segment should barely be visible at all). Operations taking place during this time should only be latency-critical since they are holding off the draw for the current frame. • The time spent by IRIS Performer traversing the scene graph in pfDraw(); drawn as lowered bright thick segment. This should typically be the largest segment of the draw line. • The time spent in the channel draw callback after pfDraw() (another short thick dark raised segment;). On InfiniteReality, if graphics pipeline timing statistics have been enabled (PFFSTATS_ENGFXPFTIMES), this line will include the time to finish the fill for this channel. Otherwise, it only includes the time for the CPU to execute and send graphics commands and graphics pipeline processing from this channel could impact the timing of other channels. • The time to rendering raster light points computed by a forked lpoint process. This is drawn as a very raised bright line and if it exists will be the highest point in the draw line. 571 Chapter 18: Statistics • The last channel drawn on the pipe will include the time for the graphics pipeline to finish its drawing. Even if you have no operations after pfDraw() in you draw callback, this line for the last channel might look quite long, particularly if you are very fill-limited and do not have InfiniteReality graphics pipeline statistics enabled. It is possible for rendering calls issued in the previous section to fill up the graphics FIFO and have calls issued on this section have to wait while the graphics pipeline processes the commands and FIFO drains, making the time look longer than expected. If there is no forked lpoint process, this line will be combined with the post-draw line of the last pfChannel. • The time spent waiting for the graphics pipeline to finish drawing the current frame, draw the channel statistics (for all channels), and make the call to swap color buffers. This is drawn as a pale dotted line. The hardware will complete the swapbuffers upon the following vertical field or frame line. Below the stage timing lines, the average time for each stage (in milliseconds) is shown. Note that the time given for the draw stage is the same as the time shown for the draw stage on the status line above the statistics box. Load and Stress The lower portion of the channel statistics diagram shows the recent history of graphics load and stress management. The load measure is based on the amount of time taken to draw previous frames in the channel relative to the specified goal frame time. A wavy red horizontal line is drawn to show the last three seconds of graphics load. A pair of white horizontal lines represent the upper and lower bounds of graphics load for invoking stress management. Thus, when the red line wanders outside the boundaries set by the white lines, stress management is invoked. Stress management causes scaling of LODs in the database to meet the target frame rate with maximum scene detail. The last three seconds of stress are shown in white while stress management is running. Thus, the channel statistics graph can be used to tune the upper and lower bounds of the hysteresis band for invoking stress management and for tuning LODs of objects in the database. 572 Interpreting Statistics Displays CPU Statistics The CPU statistics keep track of system usage and requires that the corresponding hardware statistics be enabled: pfEnableStatsHw(PFSTATSHW_ENCPU); The percentage of time CPUs spend idle, busy, in user code, and waiting on the Graphics Pipeline, or on the swapping of memory is calculated. The statistics packages counts the number of • context switches (process and graphics) • system calls • times the graphics FIFO is found to be full • times a CPU went to sleep waiting on a full graphics FIFO • graphics pipeline IOCTLs issued (by the system) • swapbuffers seen All of these statistics are computed over an elapsed period of time. Note: Use an interval of at least one second. PFSTATSHW_CPU_SYS This mode calculates the above CPU statistics for the entire system. This mode is enabled by default. PFSTATSHW_CPU_IND This mode enables calculates the above CPU statistics for each individual CPU; it is much more expensive than using just the summed statistics. CPU statistics, illustrated (with some other statistics) in Figure 18-3, give you information on system usage and load. The numbers shown correspond exactly to numbers given by osview; they’re updated every update period just like other statistics (see “Setting Update Rate” on page 585 for information on how to change the update rate). These numbers represent averages (per second) across all CPUs; thus, if one or more CPUs is busy with some other task, the CPU statistics shown may not accurately reflect IRIS Performer CPU use. Note that the top line of the CPU statistics panel shows the total number of frames during the last update period, and the total time elapsed during that period. 573 Chapter 18: Statistics RTMon Statistics The IRIX kernel collects timestamps via the rtmon daemon, rtmond(1). IRIS Performer will issue rtmon timestamps for all operations in the timing graph if the rtmon statistics are enabled via pfStatsClass(PFFSTATS_ENRTMON, PF_ON). Figure 18-3 574 Other Statistics Classes Interpreting Statistics Displays Rendering Statistics Several other classes of statistics can be shown, each representing a different aspect of rendering performance. Some of these classes show: • Data about visible geometry, including a histogram showing the percentage of triangles in the scene that are part of strips of a given length (from 1 to 14). Quads are counted as strips of length two; independent triangles count as strips of length one. This histogram is mostly useful as a diagnostic to see how well your database is structured for drawing efficiency; if it shows too many very short strips you may want to go back and restructure your database. (As a general rule of thumb, consider a “very short strip” to be one that’s less than 4 triangles long but that number may vary depending on your database). To enable these statistics on a channel do: pfFStatsClass(pfGetChanFStats(chan), PFSTATS_ENGFX, PFSTATS_ON); • A summary of the graphics state operations (including loading of textures), and of the number of operations that have recently been performed on the transformation stack (also part of the GFX stats class), the number of libpf nodes being drawn, in several categories (including billboards, light points, and geodes), plus the number of nodes of each type evaluated in the application and cull stages which can be enabled with pfFStatsClass(pfGetChanFStats(chan), PFSTATS_ENDB, PFSTATS_ON); • Cull statistics, including how many nodes and pfGeoSets are being tested, how many are accepted, and how many are rejected by the libpf culling task, enabled with pfFStatsClass(pfGetChanFStats(chan), PFFSTATS_ENDB, PFSTATS_ON); • Graphics pipeline timing statistics showing the time spent rendering as measured by the graphics pipeline. This timing is then used internally for more accurate load management. This is supported by InfiniteReality graphics platforms. pfFStatsClass(pfGetChanFStats(chan), PFSTATSHW_ENGFXPIPE_TIMES, PFSTATS_ON); 575 Chapter 18: Statistics Fill Statistics The fill statistics display indicates how many millions of pixels have been drawn since the last statistics update. (For information on setting the length of time between statistics updates, see “Setting Update Rate” on page 585). It also computes the average depth complexity of the image, which is the average number of times each pixel was touched per frame. The depth complexity of a scene is also be displayed in the main channel. Each pixel will be colored according to how many times that pixel was written to during display, rather than according to the current rendering modes. The colors used range from dark blue (not written to at all) to bright pink (written over many times). This color scheme is used in calculating fill statistics; the coloring is done whenever you gather fill statistics, even when you aren’t displaying the totals in your channel statistics display. Stencil planes are used to store the number of times a pixel is written and thus to calculate fill statistics. If n stencil planes are available, no more than 2n writes to any given pixel will be counted. By default, the calculation of fill statistics uses three stencil planes; to change that default, call pfStatsHwAttr(). Fill statistics are part of the libpr pfStats statistics but can be enabled on both pfStats and pfFrameStats classes. To enable fill statistics you simply do: pfStatsClass(statsptr, PFSTATSHW_ENGFXPIPE_FILL, PFSTATS_ON); To enable fill statistics for a channel’s pfFrameStats do: pfFStatsClass(pfGetChanFStats(chan), PFSTATSHW_ENGFXPIPE_FILL, PFSTATS_ON); Examples of fill statistics can be found in perfly and in /usr/share/Performer/src/pguide/libpr/C/fillstats.c. Collecting and Accessing Statistics in Your Application If you just want to bring up a statistics display in your application, you may not need to know details about the data structures used for statistics. If, however, you want to do more complicated statistics-handling (including collecting statistics without displaying them), you need more advanced information. This section provides a general overview of statistics manipulation, followed by subsections containing specific information. 576 Collecting and Accessing Statistics in Your Application If you use libpf, a wide variety of statistics-manipulation functions is available. If you use libpr, however, you must do some things on your own. For instance, you have to bind your own pfStats structure in which to accumulate statistics. Furthermore, you can’t access some kinds of statistics except through libpf calls—for instance, you can’t get culling statistics using libpr calls. If you want full access to statistics, you must use libpf. There are, however, libpr routines that allow you to do your own cumulative totaling and averaging of collected statistics. To create your own statistics display, enable the statistics classes you want to use and disable any modes you don’t want to use. Then enable any relevant hardware, if necessary, with pfEnableStatsHw(). To ensure the accuracy of timing with your rendering statistics, you want to flush the graphics pipeline before calling pfGetTime(). You can do this in IRIS GL with finish() and in OpenGL with glFinish(). These calls are expensive and shouldn’t be done more than at the start and end of drawing in frame. Displaying Statistics Simply To put up a simple statistics display, all you have to do is call the function pfDrawChanStats() and pass it a pointer to the pfChannel whose statistics you want to display. The pfDrawChanStats() routine can be called from any process within the application; the statistics will be displayed in the channel specified. If you want to display one channel’s statistics in another channel, call pfDrawFStats(); for an example of this technique, as well as the enabling and disabling of every statistics class, see the statistics programming example in the file /usr/share/Performer/src/pguide/libpf/C/stats.c. By default, a statistics display shows all enabled statistics. If you want to show only a subset of the statistics you’re collecting, call pfChanStatsMode() with an enabling bitmask indicating which classes are to be displayed. 577 Chapter 18: Statistics Enabling and Disabling Statistics for a Channel For efficiency, you may want to turn off statistics collection for a given channel when you’re not displaying that channel’s statistics. In particular, the stage timing statistics are enabled by default, so if you’re using a channel whose statistics you don’t care about, you should disable statistics for that channel. To turn off statistics for a channel, call: pfFStatsClass(pfGetChanFStats(chan), PFSTATS_ALL, PFSTATS_OFF); Use the same function with different parameters to enable all or specific classes of statistics for a channel. You can specify which classes to enable in order to minimize statistics collection overhead. Statistics in libpr and libpf—pfStats Versus pfFrameStats libpf statistics accumulate into a pfFrameStats structure to later be displayed, printed, queried, or otherwise operated on. The pfFrameStats structure actually contains four buffers of statistics: a buffer for the previous frame’s statistics, a buffer of averaged statistics for the previous update period, a buffer of accumulated statistics for the current update period, and a buffer of statistics being accumulated for the current frame. The pfFrameStats structure is built upon the libpr pfStats structure, so the pfFrameStats API includes routines to duplicate the functionality of pfStats. The duplicated API exists because the routines cannot be intermixed. pfStats routines can only be used on pfStats structures and pfFrameStats routines can only be called with pfFrameStats structures. However, pfstats classes and class modes (designated with the PFSTATS_ prefix) can be enabled on a pfFrameStats structure. The pfStats statistics classes include the system and hardware statistics for the graphics pipeline and the CPU, as well the pixel fill statistics and rendering statistics on geometry, graphics state, and matrix transformations. Some of the libpr statistics commands, such as pfEnableStatsHw(PFSTATSHW_ENGFXPIPE_FILL), require an active graphics context and thus should only be called from the draw process. However, these commands are usually never necessary in a libpf application because the pfFrameStats operation will handle these commands automatically. 578 Collecting and Accessing Statistics in Your Application Statistics Class Structures The pfFrameStats structure and the pfStats structure are both inherited from the pfObject structure. Thus, you can use the pfObject routines (pfCopy(), pfPrint(), pfDelete(), pfUserData(), pfGetType(), and so on) with pfStats and pfFrameStats structures. However, some pfObject routines will not support all of the semantics of a pfStats or pfFrameStats structure, so some pfStats versions of a few of these routines take extra arguments. These routines will have a pfFrameStats version as well. In particular, pfCopyStats() and pfCopyFStats() should be used to copy pfStats and pfFrameStats structures, respectively. Routines that have “FStats” in their names (rather than just “Stats”) expect to be passed a full pfFrameStats structure rather than a pfStats structure. The pfFrameStats API includes additional routines beyond pfStats for supporting libpf statistics. For example, pfDrawFStats() to display statistics in a channel and pfFStatsCountNode() to accumulate the static database statistics for the scene graph rooted at the provided node. Additionally, pfFrameStats has special support for the multiprocessed environment of libpf and ensures that the statistics operations are all done in the correct process. All modifying of a pfFrameStats structure, including enabling and disabling of classes, printing, and copying, should all be done in the application process. pfDrawFStats() and pfDrawChanStats() can be called in either the application process or the draw process. Statistics Rules of Use Enabling and disabling of statistics and setting of modes and attributes on a statistics structure should always be done in the application process; the settings will automatically be passed down the process pipeline. To enable classes of statistics on a pfFrameStats, call pfFStatsClass() and provide a statistics structure, a bitmask of statistics-enabling tokens (tokens with “STATS_EN” in their names) for the desired classes, and the token PFSTATS_ON. Obtain the statistics structure from the desired channel by calling pfGetChanFStats(). For example, pfFStatsClass(pfGetChanFStats(chan), PFFSTATS_ENCULL | PFFSTATS_ENDB, PFSTATS_ON); enables the cull statistics and database statistics classes, leaving settings alone for any other classes. Notice that the classes specific to pfFrameStats have a PFFSTATS_ prefix. You can use PFSTATS_SET instead of PFSTATS_ON to enable only the specified classes (disabling any others that might already be enabled). 579 Chapter 18: Statistics Statistics Tokens There are five main types of statistics tokens: 580 • Statistics class enable bitmasks, used for selecting a set of classes to enable with pfStatsClass(). Class enables and disables are specified with bitmasks. Each statistics class has an enable token: a PFSTATS_EN* token that can be OR-ed with other statistics enable tokens and the result passed in to enable and disable statistics operations. These bitmasks are also used when printing with pfPrint() or copying with pfCopy() and pfCopyStats(), as well as with the pfResetStats(), pfClearStats(), pfAverageStats(), and pfAccumulateStats() routines (and their pfFrameStats counterparts). These tokens are of the form PFSTATS_EN* and PFFSTATS_EN* for pfStats and pfFrameStats class respectively. The PFSTATS_ALL token will select all statistics classes, and also all statistics buffers in the case of a pfFrameStats structure. The token PFSTATS_EN_MASK selects all pfStats classes and the token PFFSTATS_EN_MASK selects all pfFrameStats statistics classes, which includes all pfStats classes. • Value tokens, used to specify how to set a value for a specified pfStats or pfFrameStats class enable or mode. Value tokens include PFSTATS_ON, PFSTATS_OFF, and PFSTATS_DEFAULT. Another value token, PFSTATS_SET, is used to specify that the entire class enable or mode bitmask should be set to the specified mask. These tokens are used in conjunction with the class bitmasks and the class name tokens for pfStatsClass() and pfStatsClassMode(). • Class name tokens, used to name a specific class. For instance, these tokens can be passed to pfStatsClassMode() to set individual modes of a statistics class. • Class mode tokens, of which each statistics class has its own, and which have the form PFSTATS_class_mode and PFFSTATS_class_mode for pfStats and pfFrameStats class modes, respectively. • Statistics query tokens, used with pfQueryStats(), pfMQueryStats(), pfQueryFStats(), and pfMQueryFStats(). These tokens are of the form PFSTATSVAL_* and PFFSTATSVAL_* and have matching pfStatsVal* types for holding the returned data. The token PFFSTATS_BUF_MASK selects the pfFrameStats statistics buffers. Collecting and Accessing Statistics in Your Application Statistics Buffers You can only access the PREV and CUM statistics buffers from the IRIS Performer application process. Statistics from desired buffers in other processes should be queried in the application process and then passed down the process pipeline, which you can do using the channel data utility. The AVG buffer is copied down the process pipeline at the end of each update period and so is available to by queried by other processes. The CUR statistics buffer is the current working area and contains the statistics accumulated so far from previous stages current frame; the contents of the CUR buffer is very dependent on the multiprocess configuration (but is almost always empty in the application process, so queries should access the PREV buffer). Statistics that are added to the CUR buffer via copying, accumulation, or immediate mode collection (such as with pfStatsCountGSet() and pfFStatsCountNode()) will be propagated down the process pipeline and then back up to the application process to be included in the PREV buffer. In a libpf application, most statistics collection is completely automatic. The application must simply enable the desired classes of statistics via pfStatsClass() and/or pfStatsClassMode(). The IRIS Performer processes are responsible for actually opening the pfFrameStats structure in which to accumulate the enabled statistics classes, as well as for managing any statistics hardware resources. All types of libpf statistics can be accumulated without ever making specific calls to open a structure for accumulation or enabling statistics hardware. When using only libpr statistics, however, one must explicitly open a pfStats structure for statistics accumulation by calling pfOpenStats(). Hardware statistics resources must also be managed by an application using only libpr statistics. Statistics function calls that have “HW” in their names, such as pfEnableStatsHw() and pfStatsHwAttr(), directly access system hardware (such as graphics hardware and CPU); be careful to make such calls only from the relevant process. pfEnableStatsHw() expects PFSTATSHW_EN* bitmask tokens. Statistics classes which have corresponding statistics hardware have a PFSTATSHW_ prefix in their token names. In a libpf application, IRIS Performer takes care of enabling the correct hardware modes that correspond to enabled classes of statistics. For more information about specific statistics classes, see the pfFrameStats(3pf) and pfStats(3pf) reference pages. 581 Chapter 18: Statistics Reducing the Cost of Statistics Collecting and displaying statistics can have a big impact on performance. This section describes ways to reduce that impact. Enabling Only Statistics of Interest Each channel has its Process Frame Times (PFTIMES) statistics class enabled by default. This class maintains a short history of process frames times, as well as averaging frame times over the default update period of two seconds. To minimize unnecessary overhead, turn off statistics on channels when you’re not using them. To turn off all statistics for a channel, call pfFStatsClass() in the application process with the statistics structure of the given channel: pfFStatsClass(pfGetChanFStats(chan), PFSTATS_ALL, PFSTATS_OFF); Each statistics class has default mode settings. The short history of process frame time is used to draw the timing graph. By default, this history consists of four frames of each IRIS Performer process (app, cull, draw, intersections). Maintaining this short history of statistics can be disabled by calling pfStatsClassMode() with the token PFFSTATS_PFTIMES_HIST: pfStatsClassMode(fstats, PFFSTATS_PFTIMES, PFFSTATS_PFTIMES_HIST, PFSTATS_OFF); This is useful if you’re only interested in the average frame times of each task with minimal overhead and you don’t need to display the timing graph. However, for most applications, the overhead incurred by keeping the timing history is not noticeable. Controlling Update Rate The update rate controls how often statistics are averaged and new results are made available in the AVG buffer for display or query. Change the update rate by calling pfFStatsAttr(fstats, {PFFSTATS_UPDATE_FRAMES, PFFSTATS_UPDATE_SECS}, val); 582 Collecting and Accessing Statistics in Your Application When the update rate is nonzero, statistics are accumulated every frame. When the update period is set to zero, no statistics accumulation or averaging is done and only statistics in the PREV and CUR buffers are maintained. When statistics are accumulated and averaged, the averaging happens only in the application process, but accumulation is done in each IRIS Performer process. Statistics Output Once you’ve collected some statistics, you need to be able to access and manipulate them. Printing To print the contents of pfStats and pfFrameStats structures, use the general pfPrint() routine. The verbosity-level parameter to pfPrint() sets the level of detail to use in printing statistics. Statistics class-enable bitmasks can be used to select a subset of statistics to print. For instance, to print only the enabled statistics: pfPrint(stats, pfGetStatsClass(stats, PFSTATS_ALL), PFPRINT_VB_INFO, 0); When printing the contents of pfFrameStats structures, you can select which buffers are to be printed: PREV, CUR, AVG, or CUM. The selected statistics from all selected buffers are printed. The following call prints the currently enabled statistics from the previous frame and from the averaged statistics buffer: pfPrint(stats, PFFSTATS_BUF_PREV | PFFSTATS_BUF_AVG | pfGetStatsClass(stats, PFSTATS_ALL), PFPRINT_VB_INFO, 0); Copying You can copy entire pfStats and pfFrameStats structures with the general pfCopy() command. pfCopy() copies all of the statistics data, as well as information on mode settings and which classes are enabled. The source and destination structures must be of the same type. If both statistics structures are pfFrameStats structures, then all statistics from all buffers are copied. 583 Chapter 18: Statistics The pfCopyStats() and pfCopyFStats() routines copies only statistics data (not class enables or mode settings) and accepts a class enable bitmask to select statistics classes for the copy. For example: pfCopyStats(statsA, statsB, pfGetStatsClass(statsB, PFSTATS_ALL)); For a pfFrameStats structure, a PFFSTATS_BUF_* token can be included in the stats enable bitmask to select the buffer to be accessed. If no buffer is specified, the CUR buffer is used. For example, pfCopyFStats(fstats, stats, PFFSTATS_BUF_PREV | pfGetStatsClass(stats, PFSTATS_ALL)); copies the currently enabled classes of stats to the PREV pfStats in fstats. In this case, it’s an error to select more than one statistics buffer, so PFSTATS_ALL cannot be used as the select. If you specify two pfFrameStats structures, the buffer select is used for both structures; if you select multiple buffers then each selected statistics class from each selected buffer is copied. The pfCopyFStats() routine allows you to copy between two different buffers of two pfFrameStats structures. This routine takes explicit specification of PFFSTATS_BUF_* selects for source and destination. Any PFFSTATS_BUF_* included with the class enable bitmask is simply ignored, making it safe to specify PFSTATS_ALL. This routine will not accept a pfStats structure. Querying pfQueryStats() and pfMQueryStats() (and corresponding pfFrameStats versions) can be used to get values of out a pfStats or pfFrameStats structure and into an exposed structure. These routines are useful when you want to use specific statistics for your own custom load management or for benchmarking, and you can use them to implement your own custom statistics utility routines. pfQueryStats() and pfMQueryStats() both take a pfStats (or pfFrameStats for pfQueryFStats() and pfMQueryFStats()) and return the number of bytes written to the provided destination buffer. pfQueryStats() takes a token that specifies a single query, while pfMQueryStats() expects a token buffer for multiple queries. If an error is encountered, both query routines immediately halt and return with the total number of bytes successfully written. 584 Collecting and Accessing Statistics in Your Application There are specific tokens for querying individual values or entire classes of statistics. The query tokens are of the form PFSTATSVAL_* and PFFSTATSVAL_*, and the corresponding exposed structure names are of the form pfStatsVal* and pfFStatsVal*. Queries on pfFrameStats structures with PFFSTATSVAL_* tokens expect a PFFSTATS_BUF_* select token to be ORed with the query select. It’s an error to include more than one pfFrameStats buffer select token. If no buffer select token is provided, the CUR buffer will be queried. The statistics query tokens and structures are defined in prstats.h and pfstats.h. Customizing Displays The standard statistics displays have several parameters hard-wired in. For instance, you can’t change the colors used in such displays. If you want to use different colors, you’ll have to use your own display routines. Setting Update Rate To set the frequency at which statistics are automatically collected, use pfFStatsAttr(). See the pfFrameStats(3pf) reference page for details. If you want to turn off cumulative statistics collection (and thus running averages) entirely, set the update rate to zero. (Note that doing this will change your statistics display; in particular, your actual frame rate will be changed and other averages will not be displayed.) The pfStats Data Structure The pfStats data structure contains four statistics buffers: one for current statistics, one for previous statistics, one for cumulative statistics, and one for averages. If you’re using libpf calls to have IRIS Performer keep track of statistics for you, you should always look at the previous-stats buffer; the current-stats buffer is kept in a state of flux, and if you look at it you’re likely to find meaningless numbers there. If, on the other hand, you’re using libpr and keeping track of your own statistics, the current-stats buffer does contain accurate information. 585 Statistics Examples This section contains some examples of statistics calls. Setting statistics class enables and modes Set all stats class enables on a pfStats to their default values: pfStatsClass(stats, PFSTATS_ALL, PFSTATS_DEFAULT); Set all modes for the PFSTATS_GFX class on a pfFrameStats to their default values: pfFStatsClassMode(fstats, PFSTATS_GFX, PFSTATS_ALL, PFSTATS_DEFAULT); Note that pfStatsClassMode() takes a class name as its class specifier (second argument) and not a bitmask. However, you can use PFSTATS_CLASS to refer to the modes of all classes; pfFStatsClassMode(fstats, PFSTATS_MODE, PFSTATS_ALL, PFSTATS_DEFAULT); sets all modes of all pfStats classes to their default values. For pfFrameStats classes, there is PFFSTATS_CLASS: Set the entire class enable mask to all PFSTATS_ALL, effectively enabling all statistics classes: pfFStatsClass(fstats, PFFSTATS_ALL, PFSTATS_SET); Force off all modes of the PFSTATS_GFX class of a pfStats: pfStatsClassMode(stats, PFSTATS_GFX, PFSTATS_OFF, PFSTATS_SET); To track triangle strip lengths on a pfFrameStats, enable the graphics statistics class mode: pfFStatsClassMode(fstats, PFSTATS_GFX, PFSTATS_GFX_TSTRIP_LENGTHS, PFSTATS_ON); Chapter 19 “Performance Tuning and Debugging” This chapter explains how to use performance measurement and debugging tools and provides hints for deriving maximum performance from your applications. Chapter 19 19. Performance Tuning and Debugging This chapter provides some basic guidelines to follow when tuning your application for optimal performance. It also describes how to use debugging tools like pixie, prof, gldebug, and glprof to debug and tune your applications. It concludes with some specific notes on tuning applications on systems with RealityEngine graphics. Performance-Tuning Overview This section contains some general performance-tuning principles. Some of these issues are discussed in more detail later in this chapter. • Remember that high performance doesn’t come by accident. You must design your programs with speed in mind for optimal results. • Tuning graphical applications, particularly IRIS Performer applications, requires a pipeline-based approach. You can think of the graphics pipeline as comprising three separate stages; the pipeline runs only as fast as the slowest stage, so improving the performance of the pipeline requires improving the slowest stage’s performance. The three stages are: – The host (or CPU) stage, in which routines are called and general processing is done by the application. This stage can be thought of as a software pipeline, sometimes called the rendering pipeline, itself comprising up to three sub-stages—the application, cull, and draw stages—as discussed at length throughout this guide. – The transformation stage, in which transformation matrices are applied to objects to position them in space (this includes matrix operations, setting graphics modes, transforming vertices, handling lighting, and clipping polygons). – The fill stage, which includes clearing the screen and then drawing and filling polygons (with operations such as Gouraud shading, z-buffering, and texture mapping). 589 Chapter 19: Performance Tuning and Debugging • You can estimate your expected frame rate based on the makeup of the scene to be drawn and graphics speeds for the hardware you’re using. Be sure to include fill rates, polygon transform rates, and time for mode changes, matrix operations, and screen clear in your calculations. • Measure both the performance of complex scenes in your database and of individual objects and drawing primitive to verify your understanding of the performance requirements. • Use the IRIS Performer diagnostic statistics to evaluate how long each stage takes and how much it does. See Chapter 18, “Statistics,” for more information. These statistics are referred to frequently in this chapter. • Use system tools to help profile and analyze your application. The IRIS GL glprof utility (described in “Using glprof to Find Performance Bottlenecks” on page 610) will profile the rendering of an IRIS GL programs and show what was drawn and help figure out what stage of the graphics hardware pipeline is the significant bottleneck. • Tuning an application is an incremental process. As you improve one stage’s performance, bottlenecks in other stages may become more noticeable. Also, don’t be discouraged if you apply tuning techniques and find that your frame rate doesn’t change—frame rates only change by a field at a time (which is to say in increments of 16.67 milliseconds for a 60 Hz display), while tuning may provide speed increases of finer granularity than that. To see performance improvements that don’t actually increase frame rate, look at the times reported by IRIS Performer statistics on the cull and draw processes (see Chapter 18 for more information). • See the graphics library books listed in the “Bibliography” on page xxxvi for information about how to get peak performance from your graphics hardware, beyond what IRIS Performer does for you. How IRIS Performer Helps Performance IRIS Performer uses many techniques to increase application performance. Knowing about what IRIS Performer is doing and how it affects the various pipeline stages may help you write more efficient code. This section lists some of the things IRIS Performer can do for you. 590 How IRIS Performer Helps Performance Draw Stage and Graphics Pipeline Optimizations During drawing, IRIS Performer • Sets up an internal record of what routines and rendering methods are fastest for the current graphics platform. This information can be queried in any process with pfQueryFeature(). You can use this information at run time when setting state properties on your pfGeoStates. • Has machine-dependent fast options for commands that are very performance sensitive. Use the _ON and _FAST mode settings whenever possible to get machine-dependent high-performance defaults. Some examples include: • pfAntialias(PFAA_ON) • pfTransparency(PFTR_ON) • pfDecal(PFDECAL_BASE_FAST) • pfTexFilter(tex, filt, PFTEX_FAST) • pfTevMode(tev, PFTEV_FAST) • Sets up default modes for drawing, multiprocessing, statistics, and other areas, that are chosen to provide high scene quality and performance. Some rendering defaults differ from GL defaults: backface elimination is enabled by default (pfCullFace(PFCF_BACK)) and lighting materials use lmcolor() in IRIS GL and glColorMaterial() in OpenGL to minimize the number of materials required in a database (pfMtlColorMode(mtl, side, PFMTL_CMODE_AD)). • Uses a large number of specialized routines for rendering different kinds of objects extremely quickly. There’s a specialized drawing routine for each possible pfGeoSet configuration (each choice of primitive type, attribute bindings, and index selection). Each time you change from one pfGeoSet to another, one of these specialized routines is called. However, this happens even if the new pfGeoSet has the same configuration as the old one, so larger pfGeoSets are more efficient than smaller ones—the function-call overhead for drawing many small pfGeoSets can reduce performance. As a rule of thumb, a pfGeoSet should contain at least 4 triangles, and preferably between 8 and 64. If the pfGeoSet is too large, it can reduce the efficiency of other parts of the process pipeline. 591 Chapter 19: Performance Tuning and Debugging 592 • Caches state changes, because applying state changes is costly in the draw stage. IRIS Performer accumulates state changes until you call one of the pfApply*() functions, at which point it applies all the changes at once. Note that this differs from the graphics libraries, in which state changes are immediate. If you have several state changes to make in IRIS Performer, set up all the changes before applying them, rather than using the one-change-at-a-time approach (with each change followed by an apply operation) that you might expect if you’re used to graphics library programming. • Evaluates state changes lazily—that is, it avoids making any redundant changes. When you apply a state change, IRIS Performer compares the new graphics state to the previous one to see if they’re different. If they are, it checks whether the new state sets any modes. If it does, IRIS Performer checks each mode being set to see whether it’s different from the previous setting. To take advantage of this feature, share pfGeoStates and inherit states from the global state wherever possible. Set all the settings you can at the global level and let other nodes inherit those settings, rather than setting each node’s attributes redundantly. To do this within a database, you can set up pfGeoStates with your desired global state and apply them to the pfChannel or pfScene with pfChanGState() or pfSceneGState(). You can do this through the database loader utilities in libpfdu trivially for a given scene with pfdMakeSharedScene(), or have more control over the process with pfdDefaultGState(), pfdMakeSceneGState(), and pfdOptimizeGStateList(). • Provides an optimized immediate mode rendering display list data type, pfDispList, in libpr. The pfDispList type reduces host overhead in the drawing process and requires much less memory than a graphics library display list. libpf uses pfDispLists to pass results from the cull process to the draw process when the PFMP_CULL_DL_DRAW mode is turned on as part of the multiprocessing model. For more information about display lists, see “Display Lists” in Chapter 9; for more information about multiprocessing, see “Successful Multiprocessing With IRIS Performer” in Chapter 5. How IRIS Performer Helps Performance Cull and Intersection Optimizations To help optimize culling and intersection, IRIS Performer • Provides pfFlatten() to resolve instancing (via cloning) and static matrix transformations (by pre-transforming the cloned geometry). It can be especially important to flatten small pfGeoSets; otherwise matrix transformations must be applied to each small pfGeoSet at significant computational expense. Note that flattening resolves only static coordinate systems, not dynamic ones, but that where desired, pfDCS nodes can be converted to pfSCS nodes automatically using the IRIS Performer utility function pfdFreezeTransforms(), which allows for subsequent flattening. Using pfFlatten(), of course, increases performance at the cost of greater memory use. Further, the function pfdCleanTree() can be used to remove needless nodes: identity matrix pfSCS nodes, single child pfGroup nodes, and the like. • Uses bounding spheres around nodes for fast culling—the intersection test for spheres is much faster than that for bounding boxes. If a node’s bounding sphere doesn’t intersect the viewing frustum, there’s no need to descend further into that node. There are bounding boxes around pfGeoSets; the intersection test is more expensive but provides greater accuracy at that level. • Provides the pfPartition node type to partition geometry for fast intersection testing. Use a pfPartition node as the parent for anything that needs intersection testing. • Provides level-of-detail (LOD) capabilities in order to draw simpler (and thus cheaper) versions of objects when they’re too far away for the user to discern small details. • Allows intersection performance enhancement via precomputation of polygon plane equations within pfGeoSets. This pre-computation is in the form of a traversal that is nearly always appropriate—only in cases of non-intersectable or dynamically changing geometry might these cached plane equations be disadvantageous. This optimization is performed by pfuCollideSetup() using the PFTRAV_IS_CACHE bit mask value. • Sorts pfGeoSets by graphics state in the cull process, in order to minimize state changes and flatten matrix transformations, when libpf creates display lists to send to the draw process (as occurs in the PFMP_CULL_DL_DRAW multiprocessing mode). This procedure takes extra time in the cull stage, but can greatly improve performance when rendering a complex scene that uses many pfGeoStates. The sorting is enabled by default; it can be turned off and on by calling the function pfChanTravMode(chan, PFTRAV_CULL, mode) and including or excluding the PFCULL_SORT token. See “pfChannel Traversal Modes” in Chapter 4 and “Sorting the Scene” in Chapter 4 for more information on sorting. 593 Chapter 19: Performance Tuning and Debugging Application Optimizations During the application stage, IRIS Performer • Divides the application process into two parts: the latency-critical section (which includes everything between pfSync() and pfFrame()), where last-minute latency-critical operations are performed before the cull of the current frame can start; and the noncritical portion, after pfFrame() and before pfSync(). The critical section is displayed in the channel statistics graph drawn with pfDrawChanStats(). • Provides an efficient mechanism to automatically propagate database changes down the process pipeline, and provides pfPassChanData() for passing custom application data down the process pipeline. • Minimizes overhead copying database changes to the cull process by accumulating unique changes and updating the cull once inside pfFrame(). This updated period is displayed in the MP statistics of the channel statistics graph drawn with pfDrawChanStats(). • Provides a mechanism for performing database intersections in a forked process: pass the PFMP_FORK_ISECT flag to pfMultiprocess() and declare an intersection callback with pfIsectFunc(). • Provides a mechanism for performing database loading and editing operations in a forked process, such as the DBASE process: pass the PFMP_FORK_DBASE flag to pfMultiprocess() and declare an intersection callback with pfDBaseFunc(). Specific Guidelines for Optimizing Performance While IRIS Performer provides inherent performance optimization, there are specific techniques you can use to increase performance even more. This section contains some guidelines and advice pertaining to database organization, code structure and style, managing system resources, and rules for using IRIS Performer. 594 Specific Guidelines for Optimizing Performance Graphics Pipeline Tuning Tips Tuning the graphics pipeline requires identifying and removing bottlenecks in the pipeline. You can remove a bottleneck either by minimizing the amount of work being done in the stage that has the bottleneck or, in some cases, by reorganizing your rendering to more effectively distribute the workload over the pipeline stages. This section contains specific tips for finding and removing bottlenecks in each stage of the graphics pipeline. For more information on this topic, refer to the graphics library documentation (see “Bibliography” on page xxxvii for information on ordering these books). Host Bottlenecks Here are some ways to minimize the time spent in the host stage of the graphics pipeline: • Function calls, loops, and other programming constructs require a certain amount of overhead. To make such constructs cost-effective, make sure they do as much work as possible with each invocation. For instance, drawing a pfGeoSet of triangle strips involves a nested loop, iterating on strips within the set and triangles within each strip; it therefore makes sense to have several triangles in each strip and several strips in each set. If you put only two triangles in a pfGeoSet, you’ll spend all that loop overhead on drawing those two triangles, when you could be drawing many more with little extra cost. The channel statistics can display (as part of the graphics statistics) a histogram showing the percentage of your database that is drawn in triangle strips of certain lengths. • Only bind vertex attributes that are actually in use. For example, if you bind per-vertex colors on a set of flat-shaded quads, the software will waste work by sending those colors to the graphics pipeline, which will ignore them. Similarly, it’s pointless to bind normals on an unlit pfGeoSet. • Nonindexed drawing has less host overhead than indexed drawing because indexed drawing requires an extra memory reference to get the vertex data to the graphics pipeline. This is most significant for primitives that are easily host-limited, such as independent polygons or very short triangle strips. However, indexed drawing can be very helpful in reducing the memory requirements of a very large database. • Enable state sorting for pfChannels (this is the default). By sorting, the CPU does not need to examine as many pfGeoStates. The graphics channel statistics can be used to report the pfGeoSet-to-pfGeoState drawing ratio. 595 Chapter 19: Performance Tuning and Debugging Transform Bottlenecks A transform bottleneck can arise from expensive vertex operations, from a scene that’s typically drawn with many very tiny polygons, from a scene modeled with inefficient primitive types, or from excessive mode or transform operations. Here are some tips on reducing such bottlenecks: 596 • Connected primitives will have better vertex rates than independent primitives, and quadrilaterals are typically much more efficient in vertex operations than independent triangles are. • The expensive vertex operations are generally lighting calculations. The fastest lighting configuration is always one infinite light. Multiple lights, local viewing models, and local lights have (in that order) dramatically increasing cost. Two-sided lighting also incurs some additional transform cost. On some graphics platforms, texturing and fog can add further significant cost to per-vertex transformation. The channel graphics statistics will tell you what kinds of lights and light models are being used in the scene. • Matrix transforms are also fairly expensive, and definitely more costly than one or two explicit scale, translate, or rotate operations. When possible, flatten matrix operations into the database with pfFlatten(). • The most frequent causes of mode changes are shademodel() (or glShadeModel()), textures, and object materials. The speed of these changes depends on the graphics hardware; however, material changes do tend to be expensive. Sharing materials among different objects can be increased with the use of pfMtlColorMode() that is PFMTL_CMODE_AD by default. However, on some older graphics platforms (such as the Elan, Extreme, and VGX), the use of pfMtlColorMode() (which actually calls the IRIS GL function lmcolor() or the OpenGL function glColorMaterial()) has some associated per-vertex cost and should be used with some caution. • If you cull stage is not a bottleneck, make sure your pfChannels sort the scene by graphics state. Even if you are running in single process mode, the extra time taken to sort the database is often more than offset by the savings in rendering time. See “Sorting the Scene” in Chapter 4 for more details on how to configure sorting. Specific Guidelines for Optimizing Performance Fill Bottlenecks Here are some methods of dealing with fill-stage bottlenecks: • One technique to hide the cost of expensive fill operations is to fill the pipeline from the back forward so that no part is sitting idle waiting for an upstream stage to finish. The last stage of the pipeline is the fill stage, so by drawing backgrounds or clearing the screen via pfClearChan() first, before pfDraw(), you can keep the fill stage busy. In addition, if you have a couple of large objects that reliably occlude much of the scene, drawing them very early on can both fill up the back-end stage and also reduce future fill work, because the occluded parts of the scene will fail a z-buffer test and will not have to write z values to the z-buffer or go on to more complex fill operations. • Use the pfStats fill statistics (available for display through the channel statistics) to visualize your depth complexity and get a count of how many pixels are being computed each frame. • Be aware of the cost of any fill operations you use and their relative cost on the relevant graphics hardware configuration. Quick experiments you can do to test for a fill limitation include: – Rendering the scene into a smaller window, assuming that doing so will not otherwise affect the scene drawn (a non-zero pfChannel LOD scale will cause a change in object LODs when you shrink the window). – Using pfOverride() to force the disabling of an expensive fill mode. If either of these tests causes a significant reduction in the time to draw the scene, then a significant fill bottleneck probably exists. Note: Some features may invoke expensive modes that need to be used with caution on some hardware platforms. pfAntialias() and pfTransparency() enable blending if multisampling isn’t available. Globally enabling these functions on machines without multisampling can produce significant performance degradation due to the use of blending for an entire scene. Blending of even opaque objects incurs its full cost. pfDecal() may invoke stenciling (particularly if you have requested the decal mode PFDECAL_BASE_HIGH_QUALITY or if there is no faster alternative on the current hardware platform), which can cause performance degradations on some system. pfFeature() can be used to verify the availability and speed of these features on the current graphics platform. 597 Chapter 19: Performance Tuning and Debugging • The cost of specific fill operations can vary greatly depending on the graphics hardware configuration. As a rule of thumb, flat shading is much faster than Gouraud shading because it reduces both fill work and the host overhead of specifying per-vertex colors. Z-buffering is typically next in cost, and then stencil and blending. On a RealityEngine, the use of multisampling can add to the cost of some of these operations, specifically z-buffering and stenciling. See “Multisampling” on page 620 for more information. Texturing is considered free on RealityEngine and Impact systems but is relatively expensive on a VGX and is actually done in the host stage on lower-end graphics platforms, such as Extreme and XZ. Some of the low-end graphics platforms also implement z-buffering on the host. • You may not be able to achieve benchmark-level performance in all cases for all features. For instance, if you frequently change modes and you use short triangle strips, you get much less than the peak triangle mesh performance quoted for the machine. Fill rates are sensitive to both modes, mode changes, and polygon sizes. As a general rule of thumb, assume that fill rates average around 70% of peak on general scenes to account for polygon size and position as well as for pipeline efficiency. Process Pipeline Tuning Tips These simple tips will help you optimize your IRIS Performer process pipeline: 598 • Use pfMultiprocess() to set the appropriate process model for the current machine. • You usually shouldn’t specify more processes with pfMultiprocess() than there are CPUs on the system. The default multiprocess mode (PFMP_DEFAULT) attempts an optimal configuration for the number of unrestricted CPUs. However, if there are fewer processors than significant tasks (consider APP, CULL, DRAW, ISECT, DBASE) you will want experiment with the different two-process models to find the one that will yield the best overall frame rate. Use of pfDrawChanStats(), described in Chapter 18, “Statistics,” will greatly help with this task. • Put only latency-critical tasks between the pfSync() and pfFrame() calls. For example, put latency-critical updates, like changes to the viewpoint, after pfSync() but before pfFrame(). Put time-consuming tasks, such as intersection tests and system dynamics, after pfFrame(). • You will also want to refer to the IRIX REACT™ documentation for setting up a real-time system. Specific Guidelines for Optimizing Performance • For maximum performance, use the IRIS Performer utilities in libpfutil for setting non-degrading priorities and isolating CPUs (pfuPrioritizeProcs(), pfuLockDownProc(), pfuLockDownApp(), pfuLockDownCull(), pfuLockDownDraw()). These facilities require that the application runs with root permissions. The source code for these utilities is in /usr/share/Performer/src/lib/libpfutil/lockcpu.c. For an example of there use, see the sample source code in /usr/share/Performer/src/pguide/libpf/C/bench.c. For more information about priority scheduling and real-time programming, see the chapter of the IRIX System Programming Guide entitled “Using Real-Time Programming Features.” and the IRX REACT technical report. • Make sure you aren’t generating any floating-point exceptions. Floating-point exceptions can cause an individual computation to incur tens of times its normal cost. Furthermore, a single floating point exception can lead to many further exceptions in computations that use the exceptional result and can even propagate performance degradation down the process pipeline. IRIS Performer will detect and tell you about the existence of floating point exceptions if your pfNotifyLevel() is set to PFNFY_INFO or PFNFY_DEBUG. You can then run your application in dbx and your application will stop when it encounters an exception, enabling you to trace the cause. • Make sure the main pipeline (APP, CULL, DRAW processes) do not make per-frame memory allocations or deallocations (asynchronous processes like DBASE can do per-frame allocations). You can use the libdmalloc runtime malloc debugging library’s tracing feature to verify that no memory allocation routines are being called. See the “Memory Corruption and Leaks” section later in this chapter for more about libdmalloc. • Minimize the amount of channel data allocated by pfAllocChanData() and call pfPassChanData() only when necessary to reduce the overhead of copying the data. Copying pointers instead of data is often sufficient. 599 Chapter 19: Performance Tuning and Debugging Cull Process Tips Here are a couple of suggestions for tuning the cull process: • The default channel culling mode enables all types of culling. If your cull process is your most expensive task, you may want to consider doing less culling operations. When doing database culling, always use view-frustum culling (PFCULL_VIEW), and usually use graphics library mode database sorting (PFCULL_SORT) and pfGeoSet culling (PFCULL_GSET) as well: pfChanTravMode(chan, root, PFCULL_VIEW | PFCULL_GSET | PFCULL_SORT); A cull-limited application might realize a quick gain from turning off pfGeoSet culling. If you think your database has few textures and materials, you might turn off sorting. However, if possible it would be better to try improving cull performance by improving database construction. “Efficient Intersection and Traversals” on page 602 discusses optimizing cull traversals in more detail. • 600 Look at the channel culling statistics for: – A large amount of the database being traversed by the culling process and being trivially rejected as not being in the viewing frustum. This can be improved with better spatial organization of the database. – A large number of database nodes being non-trivially culled. This can be improved with better spatial organization and breakup of large pfGeodes and pfGeoSets. – A surprising number of LODs in their fade state (the fade computations can be expensive, particularly if channel stress management has been enabled). • Balance the database hierarchy with the scene complexity: the depth of the hierarchy, the number of pfGeoStates, and the depth of culling. See “Balancing Cull and Draw Processing with Database Hierarchy” on page 604 for details. • pfNodes that have significant evaluation in the cull stage include pfBillboards, pfLightPoints, pfLightSources, and pfLODs. Specific Guidelines for Optimizing Performance Draw Process Tips Here are some suggestions specific to the draw process: • Minimize host work done in the draw process before the call to pfDraw(). Time spent before the call to pfDraw() is time that the graphics pipeline is idle. Any graphics library (or X) input processing or mode changes should be done after pfDraw() to take effect the following frame. • Use only one pfPipe per hardware graphics pipeline and preferably one pfPipeWindow per pfPipe. Use multiple channels within that pfPipeWindow to manage multiple views or scenes. It’s fairly expensive to simultaneously render to multiple graphics windows on a single hardware graphics pipeline and is not advisable for a real-time application. • Pre-define and pre-load all of the textures in the database into hardware texture memory by using a pfApplyTex() function on each pfTexture. You can do this texture-applying in the pfConfigStage() draw callback or (for multipipe applications to allow parallelism) the pfConfigPWin() callback. This approach avoids the huge performance impact that results when textures are encountered for the first time while drawing the database and must then be downloaded to texture memory. Utilities are provided in libpfutil to apply textures appropriately; see the pfuDownloadTexList() routine in the distributed source code file /usr/share/Performer/src/lib/libpfutil/tex.c. The perfly application demonstrates this; see the perfly source file generic.c in either the C-language (/usr/share/Performer/src/sample/C/common) or C++ language (/usr/share/Performer/src/sample/C++/common) versions of perfly. • Minimize the use of pfSCSs and pfDCSs and nodes with draw callbacks in the database since aggressive state sorting is kept local to subtrees under these nodes. • Don’t do any graphics library input handling in the draw process. Instead, use X input handling in an asynchronous process. IRIS Performer provides utilities for asynchronous input handling in libpfutil with source code provided in /usr/share/Performer/src/lib/libpfutil/input.c. For a demonstration of asynchronous X input handling, see provided sample applications, such as perfly, and also the distributed sample programs /usr/share/Performer/src/pguide/libpf/C/motif.c and /usr/share/Performer/src/pguide/libpfui/C/motifxformer.c. 601 Chapter 19: Performance Tuning and Debugging Efficient Intersection and Traversals Here are some tips on optimizing intersections and traversals: • Use pfPartition nodes on pieces of the database that will be handed to intersection traversal. These nodes impose spatial partitioning on the subgraph beneath them, which can dramatically improve the performance of intersection traversals. Note: Subgraphs under pfDCS, pfLOD, pfSwitch, and pfSequence nodes are not partitioned so intersection traversals of these subgraphs will not be affected. • Use intersection caching. For static objects, enable intersection caching at initialization—first call pfNodeTravMask(), specifying intersection traversal (PFTRAV_ISECT), and then include PFTRAV_IS_CACHE in the mode for intersections. You can turn this mode on and off for dynamic objects as appropriate. • Use intersection masks on nodes to eliminate large sections of the database when doing intersection tests. Note that intersections are sproc()-safe in the current version of IRIS Performer; you can check intersections in more than one process. • Bundle segments for intersections with bounding cylinders. You can pass as many as 32 segments to each intersection request. If the request contains more than a few segments and if the segments are close together, the traversal will run faster if you place a bounding cylinder around the segments using pfCylAroundSegs() and pass that bounding cylinder to pfNodeIsectSegs(). The intersection traversal will use the cylinder rather than each segment when testing the segments against the bounding volumes of nodes and pfGeoSets. Database Concerns Optimizing your databases can provide large performance increases. libpr Databases The following tips will help you achieve peak performance when using libpr: 602 • Minimize the number of pfGeoStates by sharing as much as possible. • Initialize each mode in the global state to match the majority of the database, in order to set as little local state for individual pfGeoStates as possible. • Use triangle strips wherever possible; they produce the largest number of polygons from a given number of vertices, so they use the least memory and are drawn the fastest of the primitive types. Specific Guidelines for Optimizing Performance • Use the simplest possible attribute bindings and use flat-shaded primitives wherever possible. If you’re not going to need an object’s attributes, don’t bind them—anything you bind will have to be sent to the pipeline with the object. • Flat-shaded primitives and simple attribute bindings reduce the transformation and lighting requirements for the polygon. Note that the flat-shaded triangle-strip primitive renders faster than a regular triangle strip, but you have to change the index by two to get the colors right (that is, you need to ignore the first two vertices when coloring). See “Attribute Bindings” in Chapter 8 for more information. • Use nonindexed drawing wherever possible, especially for independent polygon primitives and short triangle strips. • When building the database, avoid fragmentation in memory of data to be rendered. Minimize the number of separate data and index arrays. Keep the data and index arrays for pfGeoSets contiguous and try to keep separate pfGeoSets contiguous to avoid small, fragmented pfMalloc() memory allocations. • The ideal size of a pfGeoSet (and of each triangle strip within the pfGeoSet) depends a great deal on the specific CPU and system architecture involved; you may have to do benchmarks to find out what’s best for your machine. For a general rule of thumb, use at least 4 triangles per strip on any machine, and 8 on most. Use 5 to 10 strips in each pfGeoSet, or a total of 24 to 100 triangles per pfGeoSet. libpf Databases When you’re using libpf, the following tips can improve the performance of database tasks: • Use pfFlatten(), especially when a pfScene contains many small instanced objects and billboards. Use pfdCleanTree() and (if application considerations permit) pfdFreezeTransforms() to minimize the cull traversal processing time and maximize state sorting scope. • Initialize each mode in the scene pfGeoState to match the majority of the database, in order to set as little local state for individual pfGeoStates as possible. The utility function pfdMakeSharedScene() provides an easy to use mechanism for this task. • Minimize the number of very small pfGeoSets (that is, those containing four or fewer total triangles). Each tiny pfGeoSet means another bounding box to test against if you’re culling down to the pfGeoSet level (that is, when PFCULL_GSET is set with pfChanTravMode()) as well as another item to sort during culling. (If your pfGeoSets are large, on the other hand, you should definitely cull down to the pfGeoSet level.) 603 Chapter 19: Performance Tuning and Debugging • Be sparing in the use of pfLayers. Layers imply that pixels are being filled with geometry that is not visible. If fill performance is a concern, this should be minimized in the modeling process by cutting layers into their bases when possible. However, this will produce more polygons which require more transform and host processing so it should only be done if it will not greatly increase database size. • Make the hierarchy of the database spatially coherent so that culling will be more accurate and geometry that is outside the viewing frustum will not be drawn. (See Figure 4-3 for an example of a spatially organized database.) Balancing Cull and Draw Processing with Database Hierarchy Construct your database to minimize the draw-process time spent traversing and rendering the culled part of the database without the cull-process time becoming the limiting performance factor. This process involves making tradeoffs as a simpler cull means a less efficient draw stage. This section describes these tradeoffs and some good rules to follow to give you a good start. If the cull and draw processes are performed in parallel, the goal is to minimize the larger of the culling and drawing times. In this case, an application can spend approximately the same amount of time on each task. However, if both culling and drawing are performed in the same process, the goal is to optimize the sum of these two times, and both processes must be streamlined to minimize the total frame time. Important parameters in this optimization include the number of pfGeoSets, the average branching factor of the database hierarchy, and the enabled channel culling traversal modes. The pfDrawChanStats() function (see Chapter 18, “Statistics”) can easily provide diagnostic information to aid in this tuning. The average number of immediate children per node can directly affect the culling process. If most nodes have a high number of children, the bounding spheres are more likely to intersect the viewing frustum and all those nodes will have to be tested for visibility. At the other extreme, a very low number of children per node will mean that each bounding sphere test can only eliminate a small part of the database and so many nodes may still have to be traversed. A good place to start is with a quad-tree type organization where each node has about four children and the bounding geometry of sibling nodes are adjacent but have minimal intersection. In the ideal case, projected to a two-dimensional plane on the ground, the spatial extent of each node and its parents would form a hierarchy of boxes. 604 Specific Guidelines for Optimizing Performance The transition from pfGeodes to pfGeoSets is an important point in the database structure. If there are many very small pfGeoSets within a single pfGeode, not culling down to pfGeoSets can actually improve overall frame time because the cost of drawing the tiny pfGeoSets may be small relative to the time spent culling them. Adding more pfGeodes to break up the pfGeoSets can help by providing a slightly more accurate cull at less cost than considering each pfGeoSet individually. In addition, pfGeodes are culled by their bounding spheres, which is faster than the culling of pfGeoSets which are culled by their bounding boxes. The size (both spatial extend and number of triangles) can also directly impact culling and drawing performance. If pfGeoSets are relatively large, there will be fewer to cull so pfGeoSet culling can probably be afforded. pfGeoSets with more triangles will draw faster. However, pfGeoSets with larger spatial extent are more likely to have geometry that is being drawn that is outside of the viewing frustum which wastes time in the graphics stage. Breaking up some of the large pfGeoSets can improve graphics performance by allowing a more accurate cull. With some added cost to the culling task, the use of Level-of-Detail nodes (pfLODs) can make a tremendous difference in graphics performance and image quality. LODs allow objects to be automatically drawn with a simplified version when they are in a state that yields little contribution to the scene (such as being far from the eyepoint). This allows you to have many more objects in your scene than if you always were drawing all objects at full complexity. However, you do not want the cull to be testing all LODs of an object every frame when only one will be used. Again, proper use of hierarchy can help. pfLODs (non-fading) can be inserted into the hierarchy with actual object pfLODs grouped beneath them. If the parent LOD is out of range for the current viewpoint, the child LODs will never be tested. The pfLODs of each object can be placed together under a pfGroup so that no LOD tests for the object will be done if the object is outside of the viewing frustum. Calling pfFlatten(), pfdFreezeTransforms(), or pfdCleanTree() to remove extraneous nodes can often help culling performance. Use pfFlatten() to de-instance and apply pfSCS node transformations to leaf geometry—resulting in less work during the cull traversal. This will allow both better database sorting for the draw, and also better caching of matrix and bounding information which can speed up culling. When these scene graph modifications are not acceptable, you may reduce cull time by turning off culling of pfGeoSets but this will directly impact rendering performance by forcing the rendering of geometry that is outside the viewing frustum. 605 Chapter 19: Performance Tuning and Debugging Tip: Making the scene into a graphics library object in the draw callback can show the result of the cull, which can give a visual check of what is actually being sent to the graphics subsystem. Check for objects that are far from the viewing frustum, which can indicate that the pfGeodes or pfGeoSets need to be broken up. Additionally, the rendering time of the GL object should be compared to the pfDraw() rendering time to see if the pfGeoSets have enough triangles in them to not incur host overhead. Alternately, the view frustum can be made larger than that used in the cull to allow simple cull volume visualization during real-time simulation. The IRIS Performer sample program perfly supports this option. Press the z key while in perfly to enable cull volume visualization and inspect the resulting images for excessive off-screen geometric content. Such content is a clear sign that the database could profitably be further subdivided into smaller components. The code fragment in Example 19-1, taken from the sample program /usr/share/Performer/src/pguide/libpf/C/bench.c, makes an IRIS GL object and then temporarily draws that instead of calling pfDraw(). Example 19-1 Drawing an Object Without Calling pfDraw() if (SharedFlags->glObject == MAKE_GL_OBJECT) { static have_obj = 0; fprintf(stderr, "Making object\n"); if (have_obj) delobj(1); makeobj(1); /* OpenGL: glNewList() */ pfDraw(); closeobj(); /* OpenGL: glEndList() */ SharedFlags->glObject = DRAW_GL_OBJECT; have_obj = 1; } else if (SharedFlags->glObject == DRAW_GL_OBJECT) callobj(1); /* OpenGL: glCallList() */ else if (SharedFlags->glObject == PERF_DRAW) pfDraw(); Graphics and Modeling Techniques to Improve Performances On machines with fast texture mapping, texture should be used to replace complex geometry. Complex objects, such as trees, signs, and building fronts, can be effectively and efficiently represented by textured images on single polygons in combination with applying pfAlphaFunc() to remove parts of the polygon that don’t appear in the image. 606 Specific Guidelines for Optimizing Performance Using texture to reduce polygonal complexity can often give both an improved picture and improved performance. This is because • The image texture provides scene complexity, and the texture hardware handles scaling of the image with MIP-map interpolation functions for minification (and, on RealityEngine systems, Sharpen and DetailTexture functions for magnification). • Using just a few textured polygons rather than a complex model containing many individual polygons reduces system load. In order to represent a tree or other 3D object as a single textured polygon, IRIS Performer can rotate polygons to always face the eyepoint. An object of this type is known as a billboard and is represented by a pfBillboard node. As the viewer moves around the object, the textured polygon rotates so that the object appears three-dimensional. For more information on billboards, see “pfBillboard Nodes” in Chapter 3. To determine if the current graphics platform has fast texture mapping, look for a PFQFTR_FAST return value from: pfFeature(PFQFTR_TEXTURE, &ret); pfAlphaFunc() with a function PFAF_GEQUAL and a reference value greater than zero can be used whenever transparency is used to remove pixels of low contribution and avoid their expensive processing phase. Special Coding Tips For maximum performance, routines that make extensive use of the IRIS Performer linear algebra routines should use the macros defined in prmath.h to allow the compiler to in-line these operations. Use single- rather than double-precision arithmetic where possible and avoid the use of short-integer data in arithmetic expressions. Append an ‘f’ to all floating point constants used in arithmetic expressions. 607 Chapter 19: Performance Tuning and Debugging BAD In this example, values in both of the expressions involving the floating point variable x are promoted to double precision when evaluated: float x; if (x < 1.0) x = x + 2.0; GOOD In this example, both of the expressions involving the floating point variable x remain in single-precision mode, because there is an ‘f’ appended to the floating point constants: float x; if (x < 1.0f) x = x + 2.0f; Performance Measurement Tools Performance measurement tools can help you track the progress of your application by gathering statistics on certain operations. IRIS Performer provides run-time profiling of the time spent in parts of the graphics pipeline for a given frame. The pfDrawChanStats() function displays application, cull, and draw time in the form of a graph drawn in a channel; see Chapter 18, “Statistics,” for more information on that and related functions. There are advanced debugging and tuning tools available from Silicon Graphics that can be of great assistance. WorkShop product in the CASEVision™ tools provides a complete development environment for debugging and tuning of host tasks. The Performance Co-Pilot™ helps you to tune host code in a real-time environment. There is also the WindView™ product from WindRiver that works with IRIX REACT to do full system profiling in a real-time environment. However, progress can be made with the basic tools that are in the IRIX development environment: prof, pixie, and glprof. The IRIS GL debugging utility, gldebug, can also be used to aid in performance tuning, as can the OpenGL equivalent, ogldebug. This section briefly discusses getting started with these tools. Note: See the graphics library manuals, available from Silicon Graphics, for complete instructions on using these graphics tools. See the IRIX System Programming Guide to learn more about pixie and prof. 608 Performance Measurement Tools Using pixie and prof to Measure Performance You can use the IRIX performance analysis utilities pixie and prof to tune the application process. Use pixie for basic-block counting and use prof for program counter (PC) sampling. PC sampling gives run-time estimation of where significant amounts of time are spent, whereas basic-block counting will report the number of times a given instruction is executed. To isolate statistics for the application process, even in single-process models, run the application through pixie or prof in APP_CULL_DRAW mode to separate out the process of interest. Both pixie and prof can generate statistics for an individual process. When using IRIS Performer DSO libraries with prof you may want to provide the -dso option to prof with the full pathname of the library of interest to have IRIS Performer routines included in the analysis. When using pixie you will need to have the.pixie versions of the DSO libraries in your LD_LIBRARY_PATH. Additionally, you will need a.pixie version of the loader DSO for your database in your LD_LIBRARY_PATH. You may have to pixie the loader DSO separately since pixie will not find it automatically if your executable was not linked with it. When using prof to do PC sampling, link with unshared libraries exclusively and use the –p option to ld. Then set the environment variable PROFDIR to indicate the directory in which to put profiling data files. When profiling, run the program for a while so that the initialization will not be significant in the profiling output. When running a program for profiling, run a set number of frames and then use the automatic exit described below. Using gldebug and ogldebug to Observe Graphics Calls You can use the graphics utilities gldebug (IRIS GL) and ogldebug (OpenGL) to both debug and tune IRIS Performer applications. The application must be run in single-process mode in order to use gldebug but ogldebug can handling multiprocessed programs. Use gldebug or ogldebug to: • Show which graphics calls are being issued. • Look for frequent mode changes, or unnecessary mode settings that can be caused if your initialization of the global state doesn’t match the majority of the database. • Look for unnecessary vertex bindings such as unneeded per-vertex colors, or normals for a flat-shaded object. 609 Chapter 19: Performance Tuning and Debugging Follow these steps to examine one frame of the application in a gldebug session: 1. Start up profiler of choice: IRIS% gldebug -i ignore -s -F your_prog_name prog_options OPEN% ogldebug your_prog_name prog_options 2. Turn off output and breakpoints from the control panel. 3. Set a breakpoint at swapbuffers() or glXSwapBuffers(). 4. Click the “Continue” button and go to the frame of interest. 5. Turn on breakpoints. Execution stops at swapbuffers() (or glXSwapBuffers()). 6. Turn on all trace output. 7. Click the “Continue” button. Execution stops at the next swapbuffers(), outputting one full scene to GLdebug.history (or progname.pid.trace for ogldebug). 8. Quit and examine the output. Note: Since IRIS Performer avoids unnecessary mode settings, recording one frame shows modes that are set during that frame, but it doesn’t reflect modes that were set previously. It’s therefore best to have a program that can come up in the desired location and with the desired modes, then grab the first two frames: one for initialization, and one for continued drawing. Using glprof to Find Performance Bottlenecks You can use the IRIS GL graphics-profiling utility glprof to estimate where there are graphics bottlenecks so that you can tune the database. You don’t have to relink the program or run it in single-process mode to use glprof. Use glprof to: • 610 See if certain views or individual objects are inherently fill- or transform-limited – If a scene or object is fill-limited, there can be more complex geometry in the LOD(s). – If a scene or object is transform-limited, you need to simplify or add LOD(s), especially for small objects. Performance Measurement Tools • See significant mode changes • Get additional scene graphics state and fill statistics such as the number of pixels fixed with polygons of different sizes and different modes Note that since only glprof simulates the graphics pipeline, it may not always be entirely accurate in predicting performance. You can use predraw callbacks on nodes to output glprof_object tags that will appear in a glprof trace. This method has the disadvantage of turning off sorting, which may increase the number of mode changes and also the balance of bottlenecks in the scene because it may change the drawing order. However, it has the advantage of giving per-object drawing statistics, and it indicates whether a specific object is fill- or transform-limited. Example 19-2 shows sample code for a traversal that installs and removes the glprof object tags taken from trav.c. The example demonstrates general-user traversal code, then uses this traversal to install and remove glprof callbacks. This code is simplified from that found in /usr/src/Performer/src/lib/libpfutil/trav.c. Example 19-2 General Traversal void InitMyTraverser(MyTraverser *trav) { trav->preFunc = NULL; trav->postFunc = NULL; trav->mstack = NULL; trav->data = NULL; trav->node = NULL; trav->depth = 0; } /* handle return value for pruning or terminating */ #define PFU_DO_RET(_ret) \ switch (_ret) \ { \ case PFTRAV_PRUNE: \ trav->node = prevNode; \ if (needPop) \ pfPopMStack(trav->mstack); \ return PFTRAV_CONT; \ case PFTRAV_TERM: \ trav->node = prevNode; \ if (needPop) \ 611 Chapter 19: Performance Tuning and Debugging pfPopMStack(trav->mstack); \ return PFTRAV_TERM; \ } int MyTraverse(pfNode *node, MyTraverser *trav) { int i; int numChild = 1; int ret = PFTRAV_CONT, needPop = 0; pfNode *prevNode = trav->node; if (node == NULL) { pfNotify(PFNFY_WARN, PFNFY_USAGE, “MyTraverse() Null node”); return PFTRAV_CONT; } /* * for SCS and DCS push the transform on the stack */ if (pfIsOfType(node, pfGetSCSClassType()) && trav->mstack) { pfMatrix mat; pfGetSCSMat((pfSCS *)trav->node, mat); pfPushMStack(trav->mstack); pfPreMultMStack(trav->mstack, mat); needPop = 1; } /* call pre-traversal callback */ trav->node = (pfNode *)node; if (trav->preFunc) ret = (*trav->preFunc)(trav); PFU_DO_RET(ret); /* after preFunc, in case topology changed */ if (pfIsOfType(node, pfGetGroupClassType())) { numChild = pfGetNumChildren(node); if (pfIsOfType(node, pfGetGroupClassType())) 612 Performance Measurement Tools for (i = 0 ; i < numChild ; i++) { trav->depth++; ret = MyTraverse((pfNode*)pfGetChild(group, i), trav); trav->depth--; PFU_DO_RET(ret); } } PFU_DO_RET(ret); /* call post traversal callback */ trav->node = node; if (trav->postFunc) ret = (*trav->postFunc)(trav); PFU_DO_RET(ret); if (needPop) pfPopMStack(trav->mstack); return PFTRAV_CONT; } /*********************************************************** * Traversals and callbacks for installing and removing * pre-draw callbacks (pfNodeTravFuncs) for generating GL * Prof tags during drawing * WARNING: removes any existing pre or post-draw callbacks ***********************************************************/ /* * glprof pre-draw traversal callback * issues glprof_object calls */ static int cbGLProf(pfTraverser *trav, void *data) { const pfNode *node = pfGetTravNode(trav); const char *nn; static char name[80]; if (node != NULL && (nn = pfGetNodeName(node)) 613 Chapter 19: Performance Tuning and Debugging { /* if it exists, use the node name for the tag */ strncpy(name, nn, 79); } else { /* otherwise, use the node type string for the tag */ strncpy(name, pfGetTypeName((pfObject *)node), 79); } glprof_object(name); return 0; } /* * callback for placing glprof callbacks as * pre-draw callbacks on nodes */ static int cbPutGLProfTag(MyTraverser *trav) { pfNode *node = trav->node; if (node != NULL && ((pfIsOfType(node, pfGetGeodeClassType())) pfNodeTravFuncs(node, PFTRAV_DRAW, cbGLProf, NULL); return PFTRAV_CONT; } /* * callback to remove the pre-draw glprof tag callbacks */ static int cbRmGLProfTag(MyTraverser *trav) { pfNode *node = trav->node; if (node != NULL && (pfIsOfType(node, pfGetGeodeClassType()) || pfIsOfType(node, pfGetGroupClassType())) pfNodeTravFuncs(node, PFTRAV_DRAW, NULL, NULL); return PFTRAV_CONT; } /* glprof object tag traversal */ void DoGLProfTraversal(pfNode *node, int mode) { MyTraverser trav; 614 Guidelines for Debugging InitMyTraverser(&trav); pfNotify(PFNFY_INFO, PFNFY_PRINT, “doing travGLProf: mode = %d”, mode); if (mode) /* place glprof tag callbacks */ trav.preFunc = cbPutGLProfTag; else /* remove the callbacks */ trav.preFunc = cbRmGLProfTag; MyTraverse(node, &trav); } Use this traverser in a program with a code fragment like that in Example 19-3. Example 19-3 Using the Traverser { /* mode = 1 - install glprof tag node callbacks * mode = 0 - remove glprof tag node callbacks */ DoGLProfTraversal((pfNode *)scene, DBGT_GLPROF, mode); } Guidelines for Debugging This section lists some general guidelines to keep in mind when debugging IRIS Performer applications. Shared Memory Because malloc() doesn’t allocate memory until that memory is used, core dumps may occur when arenas don’t find enough disk space for paging. The IRIX kernel can be configured to actually allocate space upon calling malloc(), but this change is pervasive and has performance ramifications for fork() and exec(). Reconfiguring the kernel is not recommended, so be aware that unexplained core dumps can result from inadequate disk space. 615 Chapter 19: Performance Tuning and Debugging Be sure to initialize pointers to shared memory and all other nonshared global values before IRIS Performer creates the additional processes in the call to pfConfig(). Values put in global variables initialized after pfConfig() will only be visible to the process that set them. For detailed information about other aspects of shared memory, see “Memory Allocation” in Chapter 13. Use the Simplest Process Model When debugging an application that uses a multiprocess model, first use a single-process model to verify the basic paths of execution in the program. You don’t have to restructure your code; simply select single-process operation by calling pfMultiprocess(PFMP_APPCULLDRAW) to force all tasks to initiate execution sequentially on a frame-by-frame basis. If an application fails to run in multiprocess mode but runs smoothly in single-process mode, you may have a problem with the initialization and use of data that’s shared among processes. If you need to debug one of multiple processes, use IRIS% dbx -p progname while the process is running. This will show the related processes and allow you to choose a process to trace. The application process will always be the process with the lowest process id. In order after that will be the (default) clock process, then the cull process, and then the draw. Once the program works, experiment with the different multiprocess models to achieve the best overall frame rate for a given machine. Don’t specify more processes than CPUs. Use pfDrawChanStats() to compare the frame timings of the different stages and frame times for the different process models. Avoid Floating-Point Exceptions Arrange error handling for floating-point operations. To see floating-point errors, turn debug messages on and enable floating-point traps. Set pfNotifyLevel(PFNFY_DEBUG). 616 Guidelines for Debugging The goal is to have no NaN (Not a Number), INF (infinite value), or floating-point exceptions resulting from numerical computations. When the Debugger Won’t Give You a Stack Trace If a NULL or invalid function pointer is called, the program will die with a segmentation fault, bus error, or illegal instruction, and the debugger will often be unable to give a stack trace. (dbx) where > 0 () [< unknown >, 0x0] When this happens, you can usually still get a single level of trace by looking at the return address register. (dbx) $ra/i [main:6, 0x400c18] lw ra,28(sp) Once you know this information, you may be able to set a breakpoint to stop just before the bad function pointer and then get a full stack trace from there. Tracing Members of IRIS Performer Objects Debuggers like dbx allow you to set a breakpoint or trace on a particular variable or address in memory. However, this feature does not work well on programs that use atomic shared memory access functions like test_and_set() which are implemented using the MIPS instructions ll and sc. Calling such a function on an address that is on the same memory page (typically 4096 bytes) as the address where a breakpoint is set will result in the program being killed with a SIGTRAP signal. IRIS Performer uses test_then_add() to implement pfMemory::ref() and pfMemory::unref(), so you will almost always run into this problem if you try to trace a member of an IRIS Performer object (anything derived from pfMemory). You can get around the problem by setting the following environment variable before running the program: % setenv _PF_OLD_REFCOUNTING 617 Chapter 19: Performance Tuning and Debugging This tells IRIS Performer to use an alternate (slower) implementation of shared memory reference counting that avoids the ll and sc operations so that breakpoints on variables can be used. Memory Corruption and Leaks A number of tools are available for debugging memory corruption errors and memory leaks; no single one is ideal for all purposes. We will briefly describe and compare two useful tools: purify and libdmalloc. Purify Purify is a product of PureAtria; see their web site http://www.pureatria.com for ordering information. Purify works by rewriting your program (and all dynamic shared libraries it uses), intercepting malloc and associated functions, and inserting instruction sequences before each load and store instruction that immediately catch illegal memory accesses (e.g. uninitialized memory reads, out-of-bounds memory reads or writes, freed memory reads or writes, and multiple frees) and also keeps track of memory leaks. When an error is encountered, a stack trace is given for the error, as well as a stack trace from when the memory in question was originally allocated. When used in conjunction with a debugger like dbx, you can set a breakpoint to stop when purify encounters an error so that you can examine the program state. Purify is immensely useful for tracking down memory problems. Its main drawbacks are that it is very slow (to compile and run programs) and it currently doesn’t know about the functions amalloc/afree/arealloc, which are very important in IRIS Performer applications (pfMalloc and associated functions are implemented in terms of them). You can trick purify into telling you about some shared arena memory access errors by telling the run-time linker to use malloc in place of amalloc; however, this cannot work if there are forked processes sharing the arena, so to use this trick you must run in single-process (PFMP_APPCULLDRAW) mode. To do this, compile the following into a DSO called pureamalloc.so: malloc(int n) {return malloc(n);} afree(void*p) {free(p);} arealloc(void*p, int n) {return realloc(p, n);} 618 Memory Corruption and Leaks and tell the runtime linker to point to it: % setenv _RLDN32_LIST `pwd`/pureamalloc.so:DEFAULT (this assumes you are using the N32 ABI; see the rld man page for the equivalents for the O32 and 64 ABIs).Then run “perfly -m0” or any other program in PFMP_APPCULLDRAW mode. For more information on Purify, visit PureAtria’s web site: http://www.pureatria.com. Libdmalloc Libdmalloc is a library that was developed internally at Silicon Graphics. It is officially unsupported but you can get it through IRIS Performer’s ftp site. Libdmalloc is implemented as a dynamic shared object (DSO) that you can link in to your program at runtime. It intercepts all calls to malloc, free, and associated functions, and checks for memory corruption of the particular piece of memory being accessed. It also attempts to purposely break programs that make bad assumptions: it initializes newly malloced (or amalloced) memory with a fill pattern to break programs that depend on it being 0’s, and similarly fills freed memory with a fill pattern to break programs that look at freed memory. Finally, the entire malloc arena and any shared arenas are checked for corruption during exit() and execve(). Error messages are printed to stderr whenever an error is detected (which is typically later than the error actually occured, unlike purify’s immediate detection). Libdmalloc doesn’t know about UMRs (uninitialized memory reads) or stack variables, unlike purify. Libdmalloc’s advantages are that it knows about amalloc/afree/arealloc, and it has virtually no overhead, so you can leave it on all the time (it will check for errors in every program you run). If it uncovers a reproducible bug in an area that purify knows about too, then you can use purify to trace the exact location of the problem— purify is much better at that than libdmalloc. When using libdmalloc, you can easily toggle verbose tracing of all calls to malloc/free/realloc and amalloc/afree/arealloc by sending the processes a signal at runtime— there should be none of these calls per-frame in the main pipeline of a tuned IRIS Performer application. 619 Chapter 19: Performance Tuning and Debugging For more information, install libdmalloc from the IRIS Performer ftp site and read the file /usr/share/src/dmalloc/README and, for IRIS Performer-specific suggestions, /usr/share/src/dmalloc/SOURCEME.dmalloc.performer. Notes on Tuning for RealityEngine Graphics This section contains some specific notes on performance tuning with RealityEngine graphics. Multisampling Multisampling provides full-scene antialiasing with performance sufficient for a real-time visual simulation application. However, it isn’t free and it adds to the cost of some other fill operations. With RealityEngine graphics, most other modes are free until you add multisampling— multisampling requires some fill operations to be performed on every subpixel. This is most noticeable with z-buffering and stenciling operations, but also applies to blendfunction() and glBlendFunc(). Texturing is an example of a fill operation that can be free on a RealityEngine and isn’t affected by the use of multisampling. The multisampling hardware reduces the cost of subpixel operations by optimizing for pixels that are fully opaque. Pixels that have several primitives contributing to their result are thus more expensive to evaluate and are called complex pixels. Scenes usually end up having a very low ratio of complex pixels. Multisampling offers an additional performance optimization that helps balance its cost: a virtually free screen clear. Technically, it doesn’t really clear the screen but rather allow you to set the z values in the framebuffer to be undefined. Therefore, use of this clear requires that every pixel on the screen be rendered every frame. This clear is invoked with a pfEarthSky using the PFES_TAG option to pfESkyMode(). Refer to the pfEarthSky(3pf) reference page for more detailed information. Transparency There are two ways of achieving transparency on a RealityEngine: blending, and screen-door transparency with multisampling. 620 Notes on Tuning for RealityEngine Graphics Blended transparency, using the IRIS GL blendfunction() routine (or the OpenGL glBlendFunc() equivalent), can be used with or without multisampling. Blending doesn’t increase the number of complex pixels, but is expensive for complex pixels. To reduce the number of pixels with very low alpha, one can use a pfAlphaFunc() that ignores pixels of low alpha, such as alpha less than 3 or 4. This will slightly improve fill performance and probably not have a noticeable effect on scene quality. Many scenes can use values as high as 60 or 70 without suffering degradation in image quality. In fact, for a scene with very little actual transparency, this can reduce the fuzzy edges on textures that simulate geometry (such as trees and fences) that arise from MIP-mapping. Screen-door transparency gives order-independent transparent effects and is used for achieving the fade-LOD effect. It’s a common misperception that screen-door transparency on RealityEngine gives you n levels of transparency for n multisamples. In fact, n samples gives you 4n levels of transparency, because RealityEngine uses 2-pixel by 2-pixel dithering. However, screen-door transparency causes a dramatic increase in the number of complex pixels in a scene, which can affect fill performance. Texturing Texturing is free on a RealityEngine if you use a 16-bit texel internal texture format. There are 16-bit texel formats for each number of components. These formats are used by default by IRIS Performer but can be set on a pfTexture with pfTexFormat(). Using a 32-bit texel format will yield half the fill rate of the 16-bit texel formats. Do not use huge ranges of texture coordinates on individual triangles. This can incur both an image quality degradation and a severe performance degradation. Keep the maximum texture coordinate range for a given component on a single triangle under 1 << (13-log2(TexCSize)) where TexCSize is the size in the dimension of that component. The use of Detail Texture and Sharpen can greatly improve image quality. Minimize the number of different detail and sharpen splines (or just use the internal default splines). Applying the same detail texture to many base textures can incur a noticeable cost when base textures are changed. Detail textures are intended to be derived from a high-resolution image that corresponds to that of the base texture. 621 Chapter 19: Performance Tuning and Debugging Other Tips Two final notes on RealityEngine performance: 622 • Changing the width of antialiased lines and points is expensive. • pfMtlColorMode() (which calls the IRIS GL function lmcolor() or the OpenGL function glColorMaterial()) has a huge performance benefit. Chapter 20 “Programming with C++” This chapter discusses the differences in programming using the C and C++ programming interfaces. Chapter 20 20. Programming with C++ This chapter provides an overview of some of the differences between programming IRIS Performer using the C++ Application Programming Interface (C++ API) rather than the C-language Application Programming Interface (C API) which is described in the earlier chapters of this guide. Overview Although this guide uses the C API throughout, the C++ API is in every way equal and in some cases superior in functionality and performance to the C API. Every function available in the C API is available in the C++ API. All of the C API routines tightly associated with a class have a corresponding member function in the C++ API, for example, pfGetDCSMat() becomes pfDCS::getMat(). Routines not closely associated with a class are the same in both APIs. Examples include high-level global functions such as pfMultiprocess() and pfFrame() and low-level graphics functions such as pfAntialias(). Most of the routines associated with a class can be divided into three categories: setting an attribute, getting attribute and acting on the object. In the C API, sets were usually expressed as pf, gets as pfGet and simple actions as pf, where is the abbreviation for the full name of the class. In some cases where there was no room for confusion or this usage was awkward, the routine names were shortened, for example, pfAddChild(). The principal difference in the naming of member functions in the C++ API and the corresponding routine name in the C-language API is in the naming of member functions where the “pf” prefix and the identifier are dropped. In addition, the word “set” or “get” is prefixed when attribute values are being set or retrieved. Hence, value setting functions are usually have names of the form pfClass::set, value getting functions are named pfClass::get, and actions appear as pfClass::. 625 Chapter 20: Programming with C++ Table 20-1 Corresponding Routines in the C and C++ API C Routine C++ Member Function Description pfMtlColor() pfMaterial::setColor() Set material color pfGetMtlColor() pfMaterial::getColor() Get material color pfApplyMtl() pfMaterial::apply() Apply the material Note: Member function whose names begin with “pf_”, “pr_” or “nb_” are internal functions and should not be used by applications. These functions may have unpredictable side effects and also should not be overridden by application subclasses. Class Taxonomy There are three main types of C++ classes in IRIS Performer. The following description is based on this categorization of the main types: public structs, libpr classes, and libpf classes. A fourth distinct class is pfType, the class used to represent the type of libpr and libpf classes. Public Structs These classes are public structs with exposed data members. They include pfVec2, pfVec3, pfVec4, pfMatrix, pfQuat, pfSeg, pfSphere, pfBox, pfCylinder and pfSegSet. libpr Classes These classes derive from pfMemory. When multiprocessing, all processes share the same copy of the object’s data members. libpf Classes These classes derive from pfUpdatable and when multiprocessing, each APP, CULL and ISECT process has a unique copy of the object’s data members. 626 Programming Basics pfType Class As with the C API, information about the class hierarchy is maintained with pfType objects. Programming Basics Header Files The C++ include files for libpf and libpr are in /usr/include/Performer/pf and /usr/include/Performer/pr, respectively. An application using a class should include the corresponding header file. Table 20-2 Header Files for libpf Scene Graph Node Classes libpf Class Include File pfASD pfBillboard pfDCS pfFCS pfGeode pfGroup pfLOD pfLayer pfLightPoint pfLightSource pfNode pfPartition pfSCS pfScene 627 Chapter 20: Programming with C++ Table 20-2 (continued) Header Files for libpf Scene Graph Node Classes libpf Class Include File pfSequence pfSwitch pfText Table 20-3 Header Files for Other libpf Classes libpf Class Include File pfBuffer pfChannel pfEarthSky pfLODState pfMPClipTexture pfPipe pfPipeWindow pfPipeVideoChannel pfTraverser pfPath Table 20-4 628 Header Files for libpr Graphics Classes libpr Class Include File pfColortable pfClipTexture pfDispList pfFog pfFont pfGeoSet pfHit Programming Basics Table 20-4 (continued) Header Files for libpr Graphics Classes libpr Class Include File pfGeoState pfHighlight pfLPointState pfLight pfLightModel pfMaterial pfSprite pfState pfString pfTexture pfTexGen pfTexEnv Table 20-5 Header Files for Other libpr Classes libpr Class Include File pfCycleBuffer pfCycleMemory pfDataPool pfEngine pfFile pfFlux pfSphere pfBox pfCylinder pfPolytope pfFrustum pfSeg pfSegSet 629 Chapter 20: Programming with C++ Table 20-5 (continued) Header Files for Other libpr Classes libpr Class Include File pfVec2 pfVec3 pfVec4 pfMatrix pfQuat pfMatStack pfList pfMemory pfObject pfQueue pfStats There are additional C++ object classes in the utility libraries. Header files for those classes are similarly named with their own library name for the directory and prefix for the header file name. Libpui C++ has a fullC++ API and its header files are named like the example, . Libpfutil has some C++ classes and the header files are named as . Creating and Deleting IRIS Performer Objects The IRIS Performer base classes all provide operator new and operator delete. All libpr and libpf objects, except pfObject, pfMemory, and their derivatives, must be explicitly created with operator new and deleted with operator delete. Objects of these classes cannot be created statically, on the stack or in arrays. All objects of classes derived from pfObject or pfMemory are reference counted and must be deleted using pfDelete(), rather than the delete operator. pfDelete() checks the reference count of the object and when multiprocessing, delays the actual deletion until other processes are done with the object. To decrement the reference count and delete with a single call use pfUnrefDelete(). 630 Programming Basics Note: Public structs such as pfVec3, pfSphere, etc. may be deleted either with pfDelete() or the delete operator. The default new operator creates objects in the current shared memory arena, if one exists. libpr objects and public structures have an additional new operator that takes an arena argument. This new operator allows allocation from the heap (indicated by an arena of NULL) or from a shared memory arena created by the application with IRIX acreate(). Example 20-1 Legal Creation of Objects in C++ // legal creation of libpf objects pfDCS *dcs = new pfDCS; // only way // legal creation of libpr objects pfGeoSet *gs = new pfGeoSet; // from default arena pfGeoSet *gs = new(NULL) pfGeoSet; // from heap // legal creation of public structs pfVec3 *vert = new pfVec3; // from default arena pfVec3 *verts = new pfVec3[10]; // array from default static pfVec3 vert(0.0f, 0.0f, 0.0f); // static Example 20-2 Illegal Creation of Objects in C++ // illegal creation of libpf objects pfDCS *dcs = new(NULL) pfDCS; // not in shared mem pfDCS *dcs = new pfDCS[10]; // array // illegal creation of libpr objects pfGeoSet *gs = new pfGeoSet[10]; // array // illegal creation of public structs pfVec3 *vert = new(NULL) pfVec3[10];// array, non-default new Caution: This last item in Example 20-2 is illegal because C++ does not provide a mechanism to delete arrays of objects allocated with a new operator defined to take additional arguments, for example, operator new(size_t s, void *arena). Attempting to delete an array of objects allocated in this manner can cause unpredictable and fatal results such as the invocation of the destructor a large number of times on pointers inside and outside of the original allocation. 631 Chapter 20: Programming with C++ Invoking Methods on IRIS Performer Objects Since libpr and libpf objects are allocated, they can only be maintained by reference. Passing Vectors and Matrices to Other Libraries Passing arrays of floats is very common in graphics programming. Calls to IRIS GL or OpenGL often require an array of floats or a matrix. In the C API, the data types such as pfMatrix are arrays and so can be passed straight through to OpenGL routines, for example, pfMatrix ident; pfMakeIdentMat(ident); glLoadMatrix(ident); In the C++ API, the data field of the pfMatrix must be passed instead, for example, pfMatrix ident; ident.makeIdent(); glLoadMatrix(ident.mat); Porting from C API to C++ API When compiled with C++, IRIS Performer supports three usages of the API: 1. Pure C++ API. This is the default style of usage. 2. Pure C API. This can be achieved by defining the token PF_CPLUSPLUS_API to be 0, for example, by adding the line: #define PF_CPLUSPLUS_API 0 in source files before they include any IRIS Performer header files. In this mode all data types are the same as when compiling with C. 3. C++ API and C API. This mode can be enabled by defining the token PF_C_API to be 1, for example, by adding the line #define PF_C_API 1 in source files before they include any IRIS Performer header files. In this mode, both C++ and C functions are available and data types are C++. See the section below concerning passing certain data types. 632 Porting from C API to C++ API Typedefed Arrays vs. Structs In the C API, the pfVec2, pfVec3, pfVec4, pfMatrix and pfQuat data types are all typedefed arrays. In the C++ API, they are all structs. When converting C code to use the C++ API or when compiling CAPI code with both APIs enabled, be sure to change routines in your code that pass objects of these types. In the C++ API, you almost always want to pass arguments of these types by reference rather than by value. For example, the C API routine void MyVectorAdd(pfVec2 dst, pfVec2 v1, pfVec2 v2) { dst[0] = v1[0] + v2[0]; dst[1] = v1[1] + v2[1]; } should be rewritten for the C++ API to pass by reference void MyVectorAdd(pfVec2& dst, pfVec2& v1, pfVec2& v2) { dst[0] = v1[0] + v2[0]; dst[1] = v1[1] + v2[1]; } or void MyVectorAdd(pfVec2* dst, pfVec2* v1, pfVec2* v2) { dst->vec[0] = v1->vec[0] + v2->vec[0]; dst->vec[1] = v1->vec[1] + v2->vec[1]; } Without this change, time will be wasted copying v1 and v2 by value and the result will not be returned to the routine calling MyVectorAdd(). Interface Between C and C++ API Code The same difference in passing conventions applies if you are calling a C function from code that uses the C++ API. Functions passing typedefed arrays with the C API must have a different prototype for use with the C++ API. Macros for use in C prototypes bilingual can be found in /usr/include/Performer/prmath.h. 633 Chapter 20: Programming with C++ #if PF_CPLUSPLUS_API #define PFVEC2 pfVec2& #define PFVEC3 pfVec3& #define PFVEC4 pfVec4& #define PFQUAT pfQuat& #define PFMATRIX pfMatrix& #else #define PFVEC2 pfVec2 #define PFVEC3 pfVec3 #define PFVEC4 pfVec4 #define PFQUAT pfQuat #define PFMATRIX pfMatrix #endif /* PF_CPLUSPLUS_API */ These macros are used in the C API prototypes for IRIS Performer that pass typedefed arrays, for example, extern float pfDotVec2(const PFVEC2 v1, const PFVEC2 v2); But they are not necessary or appropriate for when passing pointers to typedefed arrays in C, for example, extern void pfFontCharSpacing(pfFont *font, int ascii, pfVec3 *spacing); because a pointer to a struct is passed in the same manner as a pointer to an array. Subclassing pfObjects With the C API, the main mechanism for extending the functionality of the classes provided in IRIS Performer is the specification of the user data pointer on pfObjects with pfUserData() and the specification of callbacks on pfNodes with pfNodeTravFuncs() and pfNodeTravData(). The C++ API also supports these mechanisms, but also provides the additional capacity to subclass new data types from the classes defined in IRIS Performer. Subclassing allows additional member data fields and functions to be added to IRIS Performer classes. At it’s simplest, subclassing merely provides a way of adding additional data fields that is more elegant than hanging new data structures off of a pfObject’s user data pointer. But in some uses, subclassing also allows significantly more control over the functional behavior of the new object because virtual functions can be overloaded to bypass, replace or augment the processing handled by the parent class from IRIS Performer. 634 Subclassing pfObjects Initialization and Type Definition The new object should provide two static functions, a constructor that initializes the instances pfType* and a static data member for the type system as shown in the following table; Table 20-6 Data and Functions Provided by User Subclasses Class Data or Function Function static void init() Initialize the new class static pfType* getClassType() Returns the pfType* of the new class static pfType* classType Stores the pfType* of the new class constructor Sets the pfType* for each instance The init() member function should initialize any data structures that are related to the class as a whole, as opposed to any particular instance. The most important of these is the entry of the class into the type system. For example, the Rotor class defined in the Open Inventor loader (see Rotor.h and Rotor.C in /usr/share/Performer/src/lib/libpfdb/libpfiv) is a subclass of pfDCS. It’s initialization function merely enters the class into the type system. Example 20-3 Class Definition for a Subclass of pfDCS public Rotor : public pfDCS { static void init(); static pfType* getClassType(){ return classType; }; static pfType* classType; } pfType *Rotor::classType = NULL; Rotor::Rotor() { setType(classType); ... } // set the type of this instance void Rotor::init() 635 Chapter 20: Programming with C++ { if (classType == NULL) { pfDCS::init(); classType = new pfType(pfDCS::getClassType(), “Rotor”); } } As described in the section below, the initialization function, Rotor::init() should be called before pfConfig(). Defining Virtual Functions Below is the example of the Rotor class which specifies the traversal function for the libpf application traversal. When overloading a traversal function, it is usually desirable to invoke the parent class function, in this case, pfDCS::app(). It is not currently possible to overload libpf’s intersection or culling traversals. See “libpf Objects and Multiprocessing” on page 639. Example 20-4 Overloading the libpf Application Traversal int Rotor::app(pfTraverser *trav) { if (enable) { pfMatrix mat; double now = pfGetFrameTimeStamp(); // use delta and renorm for large times prevAngle += (now - prevTime)*360.0f*frequency; if (prevAngle > 360.0f) prevAngle -= 360.0f; mat.makeRot(prevAngle, axis[0], axis[1], axis[2]); setMat(mat); prevTime = now; } return pfDCS::app(trav); } int 636 Multiprocessing and Shared Memory Rotor::needsApp(void) { return TRUE; } The same behavior could also be implemented in either the C or C++ IRIS Performer API using a callback function specified with pfNodeTravFuncs(). Note: Classes of pfNodes that need to be visited during the application traversal even in the absence of any application callbacks should define the virtual function needsApp() to return TRUE. Accessing Parent Class Data Members Accesses to parent class data is made through the functions on the parent class. Data members on built-in classes should never be accessed directly. Multiprocessing and Shared Memory Initializing Shared Memory In general to assure safe multiprocess operation with any DSOs providing C++ virtual functions or defining new pfTypes. Initialization should be carried out in the following sequence: 1. Call pfInit(). This initializes the type system and for libpf applications sets up shared memory. 2. Call the init function for utility libraries that you are using if you use their C++ API. This includes pfuInit() for libpfutil and pfiInit() for libpfui. 3. Initialize any application-supplied classes: a) Load any application-specific C++ DSOs b) Call pfdInitConverter() to initialize and load any converter DSOs and allow those DSOs to initialize any potential C++ classes. c) Enter any user-supplied pfTypes into the type system, for example, call Rotor::init() 637 Chapter 20: Programming with C++ 4. Call pfConfig(). This forks off other processes as specified by pfMultiprocess(). New pfTypes created after this point cannot be used in any forked processes. 5. Create libpf and libpr objects. Note: Pure libpr applications that do their own multiprocessing outside of IRIS Performer with fork() should explicitly create shared memory with pfInitArenas() before calling pfInit(). Otherwise, the type system will not be visible in the address space of other processes. More on Shared Memory and the Type System Advanced IRIS Performer objects or other objects that use pfTypes can only be shared between related processes. Related processes are those created with fork() or sproc() from the main process after pfInit() in a libpf application, for example, processes created by pfConfig(). New pfTypes should be added before pfConfig() forks off other processes so that the static data member containing the class type is visible in all processes, otherwise pf::getClassType() will return NULL in other processes. This effectively precludes the creation of subclasses of IRIS Performer objects after pfConfig(). Advanced Virtual Address Spaces and Virtual Functions When using virtual functions, it’s very important that the object code reside at the same address in all processes. Normally, this is not an issue since the object code for all IRIS Performer classes is loaded (whether statically linked or loaded as dynamic shared objects, DSOs) before pfConfig() is called to fork off processes. For user-defined C++ classes with virtual functions, it’s important that the object code reside at the same virtual address space in all processes that access them. For this reason, the DSOs for any user-defined classes should be loaded before pfConfig() regardless of whether they use the pfType system or not. Data Members and Shared Memory Non-static Member Data The default operator new for objects derived from pfObject causes all instances to be created in shared memory, so that objects will be visible to other related processes that need to see them. 638 Multiprocessing and Shared Memory Static Member Data Classes having static data members that may change value and need to be visible from all processes, should allocate shared memory for the data (for example, pfMalloc or new pfMemory) and set the static data member to point to this memory before pfConfig() as shown in the following example. Example 20-5 Changeable Static Data Member class Rotor : public pfDCS { static int* instanceCount; } Rotor::instanceCount = NULL; void Rotor::init() { ... instanceCount = new(sizeof(int)) pfMemory; *instanceCount = 0; } Rotor::Rotor() { ... (*instanceCount)++; // increment the creation counter } A static data member whose value is set before pfConfig() and never changes thereafter does not need to be allocated from shared memory. The classType member of Rotor is an example of this since the class should be initialized, i.e. Rotor::init() called, before pfConfig(). libpf Objects and Multiprocessing Advanced The multiprocessing behavior of libpf objects (i.e. those deriving from pfNode or pfUpdatable) differs from that of libpr objects. Both are typically created in shared memory, but with a libpr object, all processes share the same data members, while libpf objects have a built in multiprocessing data mechanism that provides different copies in the APP, CULL and ISECT stages of the IRIS Performer pipeline. The term multibuffering refers to the maintenance and frame-accurate updating of these data. 639 Chapter 20: Programming with C++ Advanced With a user-defined subclass of a libpf class, the original data elements of the libpf parent class are still multibuffered. However, the parallel multibuffer copies maintained in the other processes are instances of the parent class rather than the subclass. This is not normally visible to the application, since even for callbacks in the CULL and ISECT processes, the application always works from the pointer to the copy used in the APP process, in part so that objects can be identified by comparison of pointers. However, this difference would be visible if the virtual traversal functions for culling or intersection were overloaded. These virtual functions should not be overloaded by the subclass since they will not have any effect when the CULL or ISECT stages are in separate processes. Node callbacks specified with pfNodeTravFuncs() should be used instead. If you require multibuffering of your subclassed data members, use a pfCycleBuffer or a pfFlux to hold this data. Subclassing will be vastly simplified and more flexible in a future release. Performance Hints Constructor Overhead It’s quite natural to frequently construct and destroy arrays of public structs such as pfVec3 on the stack. Beware, even though the constructors for these classes are empty, it still requires a function call for each element of the array. The same applies to classes that contain arrays of structs, for example, pfSegSet contains an array of pfSegs. Math Operators Assignment operators, for example, “+=”, are significantly faster than their corresponding binary operators, for example, “+” because the latter involves constructing a temporary object for the return value. 640 Glossary alias An alternate extension for a file type as processed by the pfdLoadFile() utility. For example, VRML “.wrl” files are in a sense an alias for Open Inventor “.iv” files since the Open Inventor loader can read VRML files as well. Once the alias is established, files with alternate extensions will be loaded by the designated loader. application buffer The main (and usually only) buffer of libpf data structures such as the nodes in the scene graph. Alternate buffers may be created and data can be constructed in these new buffers from parallel processes to support high- performance asynchronous database paging during real-time simulation. arena An area (allocation area) from which shared memory is allocated. Usually the arena is the default one created by pfInit() or pfInitArenas(), but some objects (e.g. those in libpr) may be created in any arena returned by acreate(). IRIS Performer calls that accept an arena pointer as an argument can also accept the NULL pointer, indicating that the memory should be allocated from the heap. See also heap. asynchronous database paging An advanced method of scene-graph creation, asynchronous database paging allows desired data to be read from a disk or network connection and IRIS Performer internal data structures to be built for this data using one or more processes running on separate CPUs rather than performing these tasks in the application process. Once the data structures are created in these database processes, they must be explicitly merged into the application buffer. attribute binding The binding of an attribute specifies how often an attribute is specified and the scope of each specification. For example given a collection of triangles for rendering, a color can be specified with each vertex of each triangle, with each triangle or once for the entire collection of triangles. 641 Glossary base geometry The object with the lowest visual priority in a pfLayer node’s list of children. This would be the runway, for example, in a runway and stripes airport database example. See also layer geometry. bezel The beveled border region surrounding any item, but most notably, around the edge of a CRT monitor. billboard Geometry that rotates to follow the eyepoint. This is often simply a single texture mapped quadrilateral used to represent an object that has roughly cylindrical or spherical symmetry, such as a tree or a puff of smoke, respectively. IRIS Performer supports billboards that can rotate about an axis for cylindrical objects or a point for spherical objects. binning The action of the sort phase of libpf’s cull traversal that segregates drawable geometry into major sections (such as opaque and transparent) before the per-bin sorting based in the contents of associated pfGeoStates, so that state changes can be reduced by drawing groups of similar geometry sequentially while still drawing semitransparent objects in the desired order within the frame. bins The unique collections into which the cull traversal segregates drawable geometry. The number of bins is defined by calls to pfChanBinSort() and pfChanBinOrder(). Typical bins are those for opaque and transparent geometry, where opaque objects are rendered first for superior image quality when using blended transparency. blur margin There is a parameter, called blur margin which helps determine when DTR should sharpen. bounding volume A convex region that encompasses a geometric object or a collection of such objects. IRIS Performer pfGeoSets have axis-aligned bounding boxes which are rectangular boxes whose faces are along the X, Y, or Z axes. Each IRIS Performer pfGeode has a bounding sphere that contains the bounding box of each pfGeoSet in the pfGeode. Performer group nodes have hierarchical bounding spheres that contain (bound) the geometry in their 642 Glossary descendent nodes. The purpose of bounding volumes is to allow a quick test of a region for being off-screen or out of range of intersection search vectors. buffer scope All IRIS Performer nodes are created in a pfBuffer, either the primary application buffer or in an alternate returned by pfNewBuffer(). Only one pfBuffer is considered “current,” and this buffer can be selected using pfSelectBuffer(). All new nodes are created in the current pfBuffer and will be visible only in the current buffer until that pfBuffer is merged into the application buffer using pfMergeBuffer(). A process cannot access nodes that do not have scope in its current buffer except through the special “buffer” commands: pfBufferAddChild(), pfBufferRemoveChild(), and pfBufferClone(). Thus they are said to have buffer scope. channel A visual channel specifies how a geometric scene should be rendered to the display device. This includes the viewport area on the screen as well as the location, orientation and field of view associated with the viewer or camera. channel group A set of channels that share attributes such as the eyepoint or callbacks. When a shared attribute is set on any member of the group, all members get the new value. Channel groups are most commonly used for adjacent displays making up a panorama. channel share mask A bit mask indicating the attributes that are shared by all channels in a channel group. Typical shared attributes are field of view, view specification, near and far clipping distances, the scene to be drawn, stress parameters, level of detail parameters, the earth/sky model, and swapbuffer timing. children IRIS Performer’s hierarchical scene graph of pfNodes has internal nodes derived from the pfGroup class, and each node attached below a pfGroup type node is known as a child of that node. The complete list of child nodes are collectively termed the children of that node. class hierarchy The provenance through which IRIS Performer classes are defined. This class hierarchy defines the data elements and member functions of these data types through the notion of class inheritance as described below. 643 Glossary class inheritance Class inheritance describes the process of defining one object as a special version of another. For example, a pfSwitch node is a special version of a pfGroup node in that it has control information about which children are active for drawing or intersection. In all other respects, a pfSwitch has the same capabilities as a pfGroup, and the Performer API supports this notion directly in both the C and C++ API by allowing a pfSwitch node to be used wherever a pfGroup is called for in a function argument. This same flexibility is supported for all derived types. clipped Geometry is said to be clipped when some or all of its geometric extent crosses one or more clipping planes and the portion of the geometry beyond the clipping plane is mathematically trimmed and discarded. clipping planes The normal clipping planes are those that define the viewing frustum. These are the left, right, top, bottom, near, and far clipping planes. All rendered geometry is clipped to the intersection of the half-spaces defined by these planes and only the portion inside all six is displayed by the graphics hardware. clip texture (aka ClipMap) virtualizes MIPmapped textures using hardware and software support so that only the texels in the region close to the viewer (known as the clipped region) need to be loaded in texture memory. cloned instancing The style of instancing that creates a (possibly partial) copy of a node hierarchy rather than simply making a reference to the parent node. This allows pfDCS nodes and other internal nodes to be changed in the copy without changing those in the original. Also see shared instancing. cloning Making a copy of a data structure recursively copying down to some specified level. In IRIS Performer pfCopy() creates a shallow copy. pfClone() creates a deeper copy that creates new copies of internal nodes, but not of leaf nodes. This means that the pfDCS, pfSwitch, and other internal nodes in the cloned hierarchy are separate from those in the original. 644 Glossary compiled mode IRIS Performer pfGeoSets are designed for rapid immediate-mode rendering and in most situations outperform IRIS GL and OpenGL display list usage. In those cases where GL display lists are desired, pfGeoSets may be placed in compiled mode, whereby a GL display list will be created the first time the pfGeoSet is rendered and this display list will be used for subsequent renderings until the pfGeoSet compiled mode flag is explicitly reset. Once a pfGeoSet is compiled, any changes to its data arrays by the pfMorph node or other means will not be effective until the compiled-mode flag is cleared. complex pixels Pixels for which several different geometric primitives contribute to the pixel’s assigned color value. Such pixels are rare in typical scenes, and only exist at edges of polygons unless multisample blending is in use. When this blending mode is used, then all pixels rendered as neither fully opaque nor fully transparent are complex pixels. cost tables Performer contains texture download cost tables, which DTR uses to estimate the time it will take to carry out those texture subloads. critically damped A closed-loop control system notion where the feedback transfer function is just right: not so slow that the system goes out of range before correction is applied and not so fast that overcorrection causes rapid swings or variation. This should be the goal of any user specified stress management function. cull See culling. cull volume visualization The visual display of the culling volume, usually the same as the viewing frustum, to which the scene is culled before rendering. Normally the projected culling volume fills the display area. By rendering with a larger field of view or from a eye point that differs from the origin of the frustum, the tightness of culling can be determined for database tuning. The culling volume itself is often drawn in wireframe. 645 Glossary culling Discarding database objects that are not visible. Usually this refers to discarding objects located outside the current viewing frustum. This is done by comparing the bounding volume of these database objects with the six planes that bound the frustum. Objects completely outside may be safely discarded. See also occlusion culling. data fusion IRIS Performer’s ability to read data in a variety of different database formats and convert it into the internal IRIS Performer scene database format. Further, the ability of these different formats to provide special run-time behavior via callback functions or node subclassing and to have these different data formats all active in their native modes simultaneously database paging Loading databases from disk or network into memory for traversal during real-time simulation. Database paging is implicit in large area simulations due to the huge database sizes inherent in any high-resolution earth database. A frequent component of database paging is texture paging, in which new textures are downloaded to the graphics system at the same time new geometry is loaded from disk. debug libraries IRIS Performer libraries compiled with debugging symbols left in are known as debug libraries. These libraries provide greater and more accurate stack trace information when examining core dumps, such as during application development. decal geometry Objects that appear “above” other objects in pfLayer geometry. In a runways and stripes example, the stripes would be the decal geometry. There can be multiple layers of decals with successively higher visual priorities. See layer geometry. depth complexity The “pixel rendering load” of a frame which is defined as the total number of pixels written divided by the number of pixels in the image. For example, an image of two full-screen polygons would have a depth complexity of 2. It is often observed that different types of simulation images have predictable depth complexities, with values ranging from a low of 2.5 for high altitude flight simulation to 4 or more for ground-based simulations. These figures can serve as a guide when configuring hardware and estimating frame rates for visual simulation systems. IRIS Performer fill statistics provide detailed accounting and real-time visualization of depth complexity, as seen in perfly. 646 Glossary displace decaling An implementation method for decal geometry that uses a Z-displacement to render coplanar geometry. The actual displacement used is a combination of a fixed offset and a range-based scaled offset which are combined to produce the effective offset. display list A list into which graphics commands are placed for efficient traversal. Both IRIS Performer and the underlying graphics libraries (OpenGL or IRIS GL) have their own display list structures. draw mask A bit-mask specified for both pfNodes and pfChannels which together selects a subset of the scene graph for rendering. The node and channel draw masks are logically AND-ed together during the CULL traversal which prunes the node if the result is zero. Draw masks may be used to “categorize” the scene graph where each bit represents a particular characteristic. Each node contains these masks, binary values whose bits serve as flags to indicate if the node and its children are considered drawable, intersectable, pickable, and so on. Most of these bits are available for application use. drop Refers to frame processing. When in locked or fixed phase and a processing stage takes too long, the frame is dropped and not rendered. Dropped frames are a sure sign of system overload. DSO See dynamic shared object. dynamic Something that is updated automatically when one of its attributes or children in a scene graph changes. Often refers to the update of hierarchical bounding volumes in the scene graph. dynamic shared object A Library which is not copied into the final application executable file but is instead loaded dynamically (that is, when the application is launched). Since DSOs are shared, only one copy of a given DSO is loaded into memory at a time, no matter how many applications are using it. DSOs also provide the dynamic binding mechanism used by the IRIS Performer database loaders. 647 Glossary Euler angles A set of three angles used to represent a rotation. See heading, pitch and roll. fade count The application sets a fade count, which controls the number of frames over which a new DTR level is faded in. fixed frame rate Rendering images at a consistent chosen frame rate. Fixed frame rates are a central theme of visual simulation and are supported in IRIS Performer via the PFPHASE_LOCK and PFPHASE_FLOAT modes. Maintaining a fixed frame rate in databases of varying complexity is difficult and is the task of IRIS Performer stress processing, which changes LOD scales based in measured system load. flatten Flattening consists of taking multiple instances of a single object and converting them into separate objects (deinstancing) and then applying any static transformations defined by pfSCS nodes to the copied geometry; this action improves performance at a cost in memory space. flimmering The visual artifact associated with improperly drawing coplanar Z-buffered geometry. The term is derived from the German verb flimmern, which is has synonyms flitter, flicker, sparkle, twinkle, and vibrate (as in, die Augen flimmern mir, my eyes are swimming.) One way to understand flimmering is to consider the screen space interpolation of Z-depth values, wherein a discrete difference of depth must be interpolated across a discrete number of pixels (or sub-pixels). When two polygons that would be coplanar in an infinite precision real-number context are considered in this discrete interpolation space, it is clear that the interpolated depth values will differ when the delta-Z to delta-pixels ratios are relatively prime. The image that results is essentially a Moirè pattern showing the modular relationship of the differences in the least significant bits of interpolated depth between the polygons. The libpr pfDecal() function and libpf pfLayer() node exist to handle the drawing of coplanar geometry without flimmering. floating phase The style of frame overload management where the next frame after an overloaded frame is allowed to start at any vertical retrace boundary rather than being forced to wait for a specific boundary as in the LOCKED phase. 648 Glossary frame The term frame is used to mean “image” in most IRIS Performer contexts. The image being rendered by the hardware is drawn into a “frame buffer” which is simply an image memory. This image, when delivered via video signals to a monitor or projector, exists as one or two video fields. In the one-field case, also known as non-interlaced, each row of the image is read from the frame buffer and generated as video in sequential order. In the interlaced method, the first field of display comprises alternate lines, one field for the odd lines and one field for the even lines. In this mode a frame consists of two fields, as the norm for NTSC broadcast video. Also, the frame is the unit of work in Performer; the main loop in any Performer application consists of calls to pfFrame(). frame accurate In a pipelined multiprocessing model, at any particular time the different stages of the pipeline is working on different frames. Data in the pipeline is called frame accurate when a change made to the data in a particular frame is not visible in downstream stages of the pipeline until those stages begin processing that frame. Processing of libpf objects are frame accurate because multiple copies of data are retained for the different pipeline stages. free-running The unconstrained phase relationship of image generation where frame rendering is initiated as soon as the previous frame is complete without consideration of a minimum or maximum frame rate. frustum A truncated pyramid—two parallel rectangular faces, one smaller than the other, and four trapezoidal faces that connect the edges of one rectangular face with the corresponding edges of the other rectangular face. Note that it is pronounced as it is spelled and contains only one “r” despite common misuse. Also, the plural of frustum is frusta, which does not contain an “s”. gaze vector The +Y axis from the eyepoint—informally, the direction the eye is facing. graph A network of nodes connected by arcs. An IRIS Performer scene graph is so termed due to its having this form. In particular, a Performer scene graph must be an acyclic graph. See also scene graph. 649 Glossary graphics context The set of modes and other attributes maintained by IRIS GL or OpenGL in both system software and the hardware graphics pipeline that defines how subsequent geometry is to be rendered. It is this information which must be saved and restored when drawing occurs in multiple windows on a single graphics pipeline. graphics state elements Individual libpr state components, such as material color, line stipple pattern, point size, current texture definition, and the other elements that comprise the graphics context. heading In the context of X-axis to the right, Y-axis forward, and Z-axis up, then heading is rotation about the Z-axis. This is the disturbing rotation that pivots your car clockwise or counterclockwise during a skid. Heading is also known as yaw, but IRIS Performer uses the term heading to keep the H, P, and R abbreviations distinct from X, Y, and Z. Also see Euler angles. heap The process heap is the normal area from which memory is allocated by malloc() when more memory is required, sbrk() is automatically called to increase the process virtual memory. Also see arena. identity matrix A square matrix with ones down the main diagonal and zeroes everywhere else. This matrix is the multiplicative identity in matrix multiplication. immediate mode rendering Immediate mode rendering operations are those which immediately issue rendering commands and transfer data directly to the graphics hardware rather than compiling commands and data into data structures such as display lists. See compiled mode. instancing An object in the scene is called instanced if there is more than one path through the scene graph that reaches it. Instancing is most commonly used to place the same model in more than one location by instancing it under more than one pfDCS transformation node. intersection pipeline Like the rendering pipeline, IRIS Performer supports a two-stage multiprocessing pipeline between the APP and ISECT processes. See also rendering pipeline. 650 Glossary latency The amount of time between an input and the response to that input. For example rendering latency is usually defined as the time from which the eyepoint is set until the display devices scans out the last pixel of the first field corresponding to that eye point. latency-critical Operations which must be performed during the current frame and which will reliably finish quickly. An example of this would be reading the current position of a head-tracking device from shared memory. layer geometry Objects that appear “above” other objects in pfLayer geometry. In a runways and stripes example, the stripes would be the decal geometry. There can be multiple layers of decals with successively higher visual priorities. See also base geometry. level of detail The idea of representing a single object, such as a house, with several different geometric models (a cube, a simple house, and a detailed house, for example) that are designed for display at different distances. The models and ranges are designed such that the viewer is unaware of the substitutions being made. This is possible because distant objects appear smaller and thus can be rendered with less detail. The IRIS Performer pfLOD node and the associated pfLODState implement this scheme. libpf One of IRIS Performer’s two core libraries. libpf manages multiprocessing and scene graph traversals. Built on top of libpr. Multiple copies of libpf objects are automatically maintained so that the APP, CULL and ISECT stages of the processing pipeline do not collide libpfdu IRIS Performer’s database utilities library. Layered on top of libpf and libpr. Includes functions for building and optimizing geometry before putting it into a scene graph. libpfutil IRIS Performer’s general utility library which is distributed in source form for both usage and information. 651 Glossary libpr One of IRIS Performer’s two core libraries. libpr manages graphics state and rendering, while also providing a number of math and shared memory utility functions. Provides the foundation for libpf. All processes share the same copy of libpr objects. libpr classes The low-level structured data types of libpr. These objects—with the exception of pfCycleBuffers—lack the special multibuffered multiprocess data exclusion support that libpf objects provide. light point A point of light such as a star or a runway light. Accurate display of light points requires that they attenuate and fog differently than other geometry (see punch through). In flight simulation, light points often have additional parameters concerning angular distributions of illumination. load The processing burden of rendering a frame. This includes both processing performed on the host CPU and in the graphics subsystem. It is the maximum of these times (sum in single process mode) that is used to compute the system stress level for adjusting pfLODState values. locked phase A style of frame overload processing where drawing may only begin on specific vertical retraces, namely those that are an integer multiple of the basic frame rate. morph attribute One of the collections of arrays of floating point data used in the pfMorph node’s linear combination processing. This process multiplies each element of each source array by a changeable weight value for that source array and sums the result of these products to produce the destination array. morphing The mathematical manipulation of pfGeoSet data (positions, normals, colors, texture coordinates) to cause a shape-shifting behavior. This is very useful for animated characters, continuous terrain level of detail, for smooth object level of detail, and for a number of advanced applications. In IRIS Performer, morphing is provided by the pfMorph node. 652 Glossary multiple inheritance Deriving a class from more than one other class. This is in contrast to single inheritance in which a type hierarchy is a tree. IRIS Performer does not use multiple inheritance. multithreaded In the context of IRIS Performer culling, multithreading is an option for increased parallelism when multiple pfChannels exist in a single IRIS Performer rendering pipeline. In this case, multiple cull processes are created to work on culling the channels of a pfPipe in parallel. For example, a single IRIS Performer pipeline stage (such as the CULL) is multithreaded when configured as multiple, concurrent processes. These “threads” are not arranged in pipeline fashion but work in parallel on the same frame. mutual exclusion Controlling access to a data structure so that two or more threads in a multiprocessing application cannot simultaneously access a data structure. Mutual exclusion i s often required to prevent a partially updated data structure from being accessed while it is in an invalid state. node An IRIS Performer libpf data object used to represent the structure of a visual scene. Nodes are either leaf nodes that contain geometry via libpr, or are internal nodes derived from pfGroup that control and define part of the scene hierarchy. nonblocking file access A method of obtaining data from a file without having to wait for any other processes to finish using the file. Such accesses involve a two-step transaction in which the application first indicates the task to be performed and is given a handle. This handle can later be used to inquire about the status of the file action: is it in progress, has it completed, or has there been an error. non-degrading priorities Process priorities are used by the operating system to decide when and for how long processes should run. A non-degrading priority specifies that the process scheduling should not take into account how long the process has been running when deciding whether to let another process run. The use of non-degrading priorities is important for real-time performance. 653 Glossary occlusion culling The discarding of objects which are not visible because they are occluded by other closer objects in the scene, e.g. a city behind a mountain. See also culling. opera lighting The generic term for a powerful carbon-arc lamp producing an intense light such as that invented by John H. Kliegl and Anton T. Kliegl for use in public staged events and cinematographic undertakings that is often mounted within a dual-gimballed exoskeletal framework to afford the lamp sufficient freedom of orientation that the projected beam can be made to track and highlight performers as they move across a stage. The temperature of the thermal plasma that develops between the carbon electrodes of such arc lamps can be determined by spectroscopic investigation of its dissociated condition, and has been found to be between 20,000˚C and 50,000˚C. The term can also refer to a stage-lighting technique that projects an image of a background scene onto the stage or screen. Accurate visual simulation of both of these light types (as well as common vehicle headlights, airplane landing lights, and searchlights) is provided by the projected texture capability of the pfLightSource node. overload A condition where the time taken to process a frame is longer than the desired frame rate allows. This causes the goal of a fixed-frame rate to be unattainable, and thus is an undesired situation. overrun A synonym for overload in the context of fixed frame rate rendering. pair-wise morphing The geometric blending of two topologically equivalent objects. Usually this is done by specifying weights for each object, e.g. 90% of object A plus 10% of object B. Each vertex in the resulting object is a linear interpolation between the vertices in the original object. See morphing. parent The IRIS Performer node directly above a given node is known as the parent node. 654 Glossary passthrough data Data which is passed down the steps in the rendering pipeline until it reaches a callback. Such data provides the mechanism whereby an application can communicate information between the app, cull, and draw stages in a pipelined manner without code changes in single-CPU and multiprocessing applications. path A series of nodes from a scene graph’s root down to a specific node defines a path to that node. When there are multiple paths to a node (and thus the scene graph is really a graph rather than a tree) this path can be important when interpreting an intersection or picking request. For example, if a car model uses instancing for the tires, just knowing that a tire is picked is not sufficient for further processing. perfly The application distributed with IRIS Performer that serves as a demonstration program installed in /usr/sbin as well as a programming example found in /usr/share/Performer/src/sample/apps/C and /usr/share/Performer/src/sample/apps/C++ for the C and C++ versions, respectively. phase An application’s synchronization mode—defining how the system behaves if the processing and drawing time for a given frame extends past the time allotted for a frame. See also locked phase and floating phase. pipe Used to refer to both an IRIS Performer software rendering pipeline and to a graphics hardware rendering pipeline, such as a RealityEngine. See rendering pipeline. pitch In the context of X-axis to the right, Y-axis forward, and Z-axis up, then pitch is rotation about the X-axis. This is the rotation that would raise or lower the nose of an aircraft. Also see Euler angles. popping The term for the highly noticeable instantaneous switch from one level of detail to the next when morph or blend transitions are not used. This problem is distracting and should be eliminated in high-quality simulation applications. 655 Glossary process callbacks The mechanism through which a developer takes control of processing activities in the various IRIS Performer traversals and major processing stages: the application traversal, the cull traversal, the draw traversal, and the intersection traversal all provide a mechanism for registered process callbacks. These are user functions that are invoked at the beginning of the indicated processing stage, and in the process handling the traversal. projective texturing A texture technique that allows texture images to be projected onto polygons in the same manner as a slide or movie projector would exhibit keystone distortion when images are cast non-obliquely onto a wall or screen. This effect is perfect for projected headlights and similar lighting effects. prune To eliminate a node from further consideration during culling. punch through Decreasing the rate at which intensely luminous objects such as light points are attenuated as a function of distance. Normal fogging is inappropriate for such objects because up close they are actually much brighter than can be rendered given the dynamic range of the frame buffer and raster display devices. reference counting The counter within each pfObject and pfMemory object that keeps track of how many other data structures are referencing the particular instance. The primary purpose is to indicate when an object may be safely deleted because it is no longer referenced. rendering pipeline An IRIS Performer rendering pipeline, represented in an application by a pfPipe. Typically a rendering pipeline has three stages APP, CULL and DRA.W. These stages may be handled in separate processes or combined into one or two processes. 656 Glossary right-hand rule Derived from a simple visual example for the direction of positive rotation about an axis, the right-hand rule states that the curled fingers of the right hand indicate the direction of positive rotation when the right hand is placed about the desired axis with the thumb pointing in the positive direction. The positive angle is the one that rotates the primary axes toward each other. For example, a positive rotation (counter clockwise) about the X-axis takes the positive Y-axis into the position previously occupied by the positive Z-axis. roll In the context of X-axis to the right, Y-axis forward, and Z-axis up, then roll is rotation about the Y-axis. This is the rotation that would raise and lower the wings of an aircraft, leading to a turn. Also see Euler angles. scene A collection of geometry to be rendered into a pfChannel. scene complexity The complexity of the scene for rendering purposes, in particular the amount of geometry, transformations, and graphics state changes in the scene. scene graph A hierarchical assembly of IRIS Performer nodes linked by explicit attachment arcs that constitutes a virtual world definition for traversal and subsequent display. search path A list of directory names given to IRIS Performer to specify where to look for data files which aren’t specified as full path names. sense An indication of whether a positive angle is interpreted as representing a clockwise or counterclockwise rotation with respect to an axis. All CCW rotations in IRIS Performer are specified by positive (+) angles and negative angles represent CW rotations. shadow map A special texture map created by rendering a scene from the view of a light source and then recording the depth at each pixel. This Z-map is then used with projective texturing in a second pass to implement cast shadows. The entire process is automated by the IRIS Performer pfLightSource node. 657 Glossary share groups The attributes that a slave share mask can track are divided into groups called share groups. share mask The share mask associates master and/or slave cliptextures. shared instancing The simplest form of instancing whereby two or more parent nodes share the same node as a child. In this situation, any change made to the child will be seen in each instance of that node. Also see cloned instancing. shininess The coefficient of specular reflectivity assigned to a pfMaterial that governs the appearance of highlights on geometry to which it is bound. siblings The name given to nodes that have the same parent in a scene graph. skip Refers to frame processing. See drop. sorting The grouping together of geometry with similar graphics state for more efficient rendering with fewer graphics state changes. IRIS Performer sorts during scene graph traversal. spacing The relative motion required to move the starting point for subsequent pfFont rendering after drawing a particular character pfGeoSet in a pfFont. This motion is a pfVec3 to allow arbitrary escapement for character sets that use vertical rather than horizontal text layouts. Note that for vertically oriented fonts, the origin should be such that motion by the spacing value crosses the character: in other words, the origin should be on the left for left-to-right fonts and at the top for top-to-bottom fonts, on the bottom for bottom-to-top fonts, and on the right for right-to-left fonts. spatial organization The grouping together of geometric objects that are spatially close to each other in the scene graph. For optimal culling performance, the scene should be organized spatially. 658 Glossary sprite A transformation that rotates a piece of geometry, usually textured, so that it always faces the eye point. stage This is a section of the IRIS Performer software rendering pipeline and is one of application, culling, or drawing. Sometimes used to refer to either of the two non-pipeline tasks of intersection and asynchronous database processing. state State refers to attributes used to render an object that are managed during traversal. State commonly falls into two areas, traversal state that affects which portions of the scene graph are traversed and graphics state that affects how something is rendered. Graphics state includes the current transformation, the graphics modes managed by pfGeoStates and other state such as stenciling. stencil decaling An implementation method for pfLayer nodes that uses an extra bit per pixel in the frame buffer to record the Z-buffer pass or fail status of the base geometry. This bit is then used as a visibility determination (rather than the Z-buffer test) for each of the layers, which are rendered in bottom (lowest visual priority) to top (highest visual priority) order. Z-buffer updating is disabled during the stencil rendering operation, and is restored when the pfLayer node has been completely rendered. Stencil-bit processing is the highest quality mode of pfLayer operation. stress IRIS Performer stress processing is the closed-loop feedback mechanism that monitors cull and draw times to determine how pfLODState range scale factors should be adjusted to compensate for system load in order to maintain a chosen frame rate. subgraph A connected subset of a scene graph; usually, the set consisting of all descendents of a particular node. texel Short for “texture element”—a pixel of a texture. texture mapping Displaying a texture as though it were the surface of a given polygon. 659 Glossary tile A section of a spatially subdivided database or a rectangular subregion of a larger texture image. transformation Homogeneous 4x4 matrices that define 3D transformations—some combination of scaling, rotation, and translation. transition distance The distance at which one level-of-detail model is switched for another. When fading or morphing between levels-of-detail, the distance at which 50% of each model is rendered. See level of detail. traversals One of IRIS Performer’s pre-order visitations of a hierarchical scene graph. Traversals for application, culling, and intersection processing are internal to libpf and user-written traversals are supported by the pfuTraverser tools. traversing See traversals. trigger routine A routine that initiates a traversal or the invocation of a callback in another process. pfCull() triggers the cull traversal. pfFrame() triggers processing for the current frame. up vector The +Z axis of the eyepoint, defining the display’s “up” direction. Must be perpendicular to the gaze vector. view volume visualization The display of the viewing frustum for a particular channel; usually done by rendering a wireframe version of the frustum with a different eye point or field-of-view. See cull volume visualization. viewing frustum The frustum containing the portion of the scene database visible from the current eyepoint. 660 Glossary viewpoint The location of the camera or eye used to render the scene. viewport The portion of the framebuffer used for rendering. Each pfChannel has a viewport in the framebuffer of its corresponding pfPipeWindow. visual An construct that the X Window System uses to identify framebuffer configurations. widget A manipulable or decorative element of a graphical user interface. Much of the programming for GUI elements is associated with defining the reaction of widgets to user mouse and keyboard events. window manager A special X window system client which handles icons, window placement, and window borders and titles. 661 Index Numbers 3DS format. See formats A Abbot, Edwin A., xl accessing GL, 261 acreate(), 424, 631, 641 activation of traversals, 86 active database billboards, 74 active scene graph. See application traversal Active Surface Definition, 461 active surface definition, 143 Adams, J. Alan, 223 addQueryArray, 485 addQueryGeoSets, 485 affine transformations, 545 Ahuja, Narendra, xli airplane, 35 Akeley, Kurt, xxxvii alias, definition, 641 align geometry, 489 allocating memory. See memory alpha function, 264 animation, 66, 456 using quaternions for, 547 antialiasing, 266 API Search Tool, xxxii APP, 25 application areas rapid rendering, xxxi simulation based design, xxxi virtual reality, xxxi virtual sets, xxxi visual simulation, xxxi application buffer, 154 defined, 641 application traversal, 89 applying pfGeoStates, 290 arenas, 424 defined, 641 See also shared memory arithmetic, precision of, 607 array allocation of pfObjects guaranteed failure, 630 ASD, 143, 461, 469 and pfEngine, 490 flow chart, 466 paging, 492 simple example, 467 vertices, 470 ASD, and cliptexture, 487 aspect ratio matching, 32 assembly mock-up, xxxi assignment operators, 640 asynchronous database paging, definition, 641 asynchronous database processing, 153 663 Index asynchronous deletion, 154 asynchronous I/O, 429 atmospheric effects enabling, 169 attribute global, 481 attribute binding, definition, 641 attribute data structure, 480 Attributes, 474 attributes, 480 bindings, 248, 603 flat-shaded, 248 overview, 246 traversals, 86 AutoCAD, 201 automatic type casting, 8 average statistics, 585 See also statistics axes, default, 34 axially aligned boxes, 551 B base classes, 8 base geometry, 265 definition, 642 basic-block counting, 609 behaviors, 89 bezel, definition, 642 billboards, 74, 607 defined, 642 implementation using sprites, 283 binary operators, 640 BIN format. See formats binning, definition, 642 bins, definition, 642 664 blended transparency, 263 blur, 348 blur margin, 351, 642 bottlenecks, 595 fill, 597 host, 595 transform, 596 bounding volumes defined, 642 See also volumes boxes, axially aligned, 551 buffer scope, 154 defined, 643 BYU format. See formats C C++, See IRIS Performer C++ API C++ code examples, xxxvi cache, 335 caching intersections, 602 state changes, 592 callbacks culling, 99, 102-104 customized culling, 90 discriminators for intersections, 560 draw, 102-104 function, 102 node, 102 post-cull, 103 post-draw, 103 pre-cull, 102 pre-draw, 103 process, 105 calligraphic, color correction, 525 calligraphic, simulating, 531 calligraphic light point, 515 Index calligraphic lights, number of, 518 calligraphic vs. raster displays, 516 CASEVision, 608 C code examples, xxxvi channel, 310 channels channel share group definition, 643 channel share groups, 44 configuring creating, 31 definition, 643 multiple, rendering, 40 share mask, definition, 643 children, of a node, definition, 643 classes libpf pfBillboard, 53, 74, 627 pfBuffer, 153, 628 pfChannel, 24, 31, 628 pfDCS, 53, 64, 88, 627 pfEarthSky, 31, 165, 628 pfFrameStats, 567 pfGeode, 53, 71, 627 pfGroup, 53, 627 pfLayer, 53, 69, 627 pfLightPoint, 627 pfLightSource, 53, 627 pfLOD, 53, 69, 627 pfLODState, 628 pfNode, 51, 53, 54, 627 pfPartition, 53, 77, 627 pfPath, 628 pfPipe, 24, 27, 628 pfPipeWindow, 24, 395, 628 pfScene, 23, 53, 63, 627 pfSCS, 53, 64, 88, 627 pfSequence, 53, 66, 628 pfSwitch, 53, 66, 628 pfText, 53, 628 pfTraverser, 628 libpfdu pfdBuilder, 185 pfdGeom, 189 pfdPrim, 190 libpr pfBox, 551, 629 pfColortable, 628 pfCycleBuffer, 427, 629 pfCycleMemory, 427, 629 pfCylinder, 551, 629 pfDataPool, 426, 629 pfDispList, 592, 628 pfFile, 629 pfFog, 628 pfFont, 251, 628 pfFrustum, 629 pfGeoSet, 239, 591, 628 pfGeoState, 629 pfHighlight, 629 pfHit, 559, 628 pfLight, 629 pfLightModel, 629 pfList, 630 pfLPointState, 629 pfMaterial, 629 pfMatrix, 543, 630 pfMatStack, 549, 630 pfMemory, 630 pfObject, 630 pfPlane, 552 pfPolytope, 629 pfQuat, 547, 630 pfSeg, 556, 629 pfSegSet, 110, 629 pfSphere, 551, 629 pfSprite, 283, 629 pfState, 629 pfStats, 567, 585, 630 pfString, 253, 629 pfTexEnv, 629 665 Index classes libpr (continued) pfTexGen, 629 pfTexture, 629 pfType, 630 pfVec2, 541, 630 pfVec3, 541, 630 pfVec4, 541, 630 pfWindow, 630 class hierarchy, definition, 643 class inheritance, 8 definition, 644 class names, xxxii Clay, Sharon, xxxvii clip_size, 335 clip center, 298, 306 clip center node, 342 clipped, definition, 644 clipped level, 301 clipping planes, definition, 644 clip region, 298 clip size, 298 cliptexture, 297-374, 644 center, 308 configuration, 316, 321 inset, 361 invalidating, 353 load control, 348 loaders, 374 manipulating, 347 multipipe applications, 369 multiprocessing, 339 preprocessing, 313 read queue, 352 sample code, 373 slave, 370 slave and master, 344, 370 test and demo programs, 373 utility code, 374 666 virtual, 307, 353, 371 with multiple pipes, 344 cliptexture, and ASD, 487 clocks high-resolution, 422 cloned instancing, 59 definition, 644 cloning, definition, 644 close(), 429 closed loop control system, 144 color correction, 525 compiled mode, 242 definition, 645 complex pixels, definition, 645 computer aided design, xxxi conferences I/ITSEC, xl IMAGE, xli SIGGRAPH, xxxvii SPIE, xli configuration cliptexture, 316, 321, 324 devault tile, 320 files, 323 image cache, 319, 322, 327 image cache proto tile, 318 image tile, 320 limage cache level, 318 load time, 316 optional image cache, 338 pfChannel, 31 pfFrustum, 32 pfPipe, 27 pfPipeWindow, 395 pfScene, 31 pfTexture, 319 tips, 325 utilities, 321 viewpoint, 34 viewport, 32 Index configuration fields, 326 configuration file, 323 creating, 324 containment, frustum, 93 conventions typographical, xxxvi coordinate systems, 34 dynamic. See pfDCS nodes static. See pfSCS nodes coplanar geometry, 69, 264 copying pfObjects, 16 core dump from aggregate pfObject allocation, 630 from mixing malloc() and pfFree(), 424 from mixing pfMalloc() and free(), 424 from static pfObject allocation, 630 from unshared pfObject allocation, 630 Coryphaeus DWB format, 174 cost tables, 350, 645 counter, video, 423 counting, basic-block, 609 CPU statistics, 573 critically damped, definition, 645 CULL, 25 culling callbacks, 90 definition, 646 efficient, 94 multithreading, 151 traversal, 90 traversals. See traversals cull-overlap-draw multiprocessing model, 149 cull volume visualization, definition, 645 cumulative statistics, 585 See also statistics current statistics, 585 See also statistics cycle buffers, 161, 427 cylinders as bounding volumes’, 551 bounding, 602 D database loaders, 635 database paging, 94, 153 definition, 646 databases formats. See formats importing, 173 optimization, 604 organization, 88, 94 See also traversals traversals, 85-117 data fusion defined, 646 datapools. See pfDataPool data structures data structures, 473 Davis, Tom, xxxviii dbx, 616 See also debugging DCS. See pfDCS nodes debugging dbx, 616 gldebug, 609 guidelines, 615 ogldebug, 609 shared memory and, 615 debug libraries, definition, 646 decal geometry, definition, 646 decals, 485 decals. See coplanar geometry default tile, 320 configuration, 320 667 Index deleting objects, 12 demonstration programs, xxxvi depth complexity, definition, 646 detail texture, 607 device, streaming, 331 DeWolff Partnership, 212 Diamond, A. J., 211 disable graphics modes, 266 discriminator callbacks for intersections, 560 displace decaling, 264 defined, 647 display, raster vs. calligraphic, 516 display, stereo, 42 displaying statistics. See statistics display list, 285, 592 display list mode, 242 display lists, definition, 647 dlopen(), 176, 179 dlsym(), 176, 180 documentation IRIS GL references, xxxvii OpenGL references, xxxviii Donald Schmitt and Company, 211 double-precision arithmetic, 607 download time cliptexture, 349 DRAW, 25 DrAW Computing Associates, 235 draw mask, 101 draw mask, definition, 647 draw traversals. See traversals drop, definition, 647 DTR, 312, 348 DVR, 128 668 DWB format. See formats DXF format. See formats dynamic, definition, 647 dynamic coordinate systems. See pfDCS nodes dynamics, simulation of, xxxix dynamic shared objects defined, 647 Dynamic Texture Resolution, 348 dynamic video resolution, 128 E earth/sky model, 31 effective levels, 307 effects, atmospheric, enabling, 169 elastomeric propulsion system, 35 enabling atmospheric effects, 169 fog, 169 graphics modes, 266 statistics classes, 579 engine, and ASD, 490 environmental model, 31 environment variables DISPLAY, 389 LD_LIBRARY_PATH, 177, 609 PFHOME, 177 PFLD_LIBRARY_PATH, 177 PFNFYLEVEL, 430 PFPATH, 431, 432 PFTMPDIR, 425 PROFDIR, 609 error-handling floating-point operations, 616 notification levels, 430 Euler angles, 34 defined, 648 Index evaluation function, 472 default, 483 overriding, 483 timing, 488 example code, 75, 173, 177, 182, 269, 283, 390, 391, 576, 577, 586, 599, 601, 606, 611, 635, 655 examples, 29, 400 exceptions, floating-point, 616 exec(), 615 ext_format, 328, 335 extending bounding volumes, 553 extensibility callback functions, 637 subclassing help subclassing objects, 634 user data, 11 F face culling, 265 fade count, 351, 648 Feiner, Steven K., xxxvii field, video, 569 field of view, 32 files formats. See formats loading. See databases fill statistics, 576 See also statistics filter stress filter, 130 Fischetti, Mark. A., xli fixed frame rates, 121 defined, 648 flat-shaded line strip, 244 flat-shaded primitives, 242 flatten, definition, 648 FLIGHT format. See formats flight simulation, xxxix flimmering, 264, 648 floating phase, definition, 648 floating-point exceptions, 599, 616 fog atmospheric effects, 168 configuring, 280 data structures, 168, 280 enabling, 169 performance cost, 596 Foley, James D., xxxvii forbidden fruit See reserved functions, 626 fork(), 158, 615, 638 formats 3DS, 195 BIN, 196 BYU, 199 DWB, 200 DXF, 201 FLIGHT, 203 GDS, 205 GFO, 205 IM, 207 IRTP, 208 LSA, 210 LSB, 210 MEDIT, 213 NFF, 214 OBJ, 216 Open Inventor, 208 PHD, 219 POLY, 197 PTU, 221 SGF, 223 SGO, 224 SPF, 227 669 Index formats (continued) SPONGE, 228 STAR, 228 STL, 229 SV, 230 TRI, 234 UNC, 234 VRML, 208 FOV. See field of view, 32 frame accurate, definition, 649 frame rate, 128 frames definition, 649 management, 121 overrun, 124 synchronization, 124 free(), 424 free-store management, 12 frustum, 32 as camera. See channel as culling volume, 552 definition of, 649 FTP, xxxiii function callbacks, 102 G gaze vector, definition, 649 GDS format. See formats genlock, 423 geometry coplanar. See coplanar geometry nodes, 71 rotating, 74, 607 volumes. See volumes getenv(), 432 670 getting started, xxxi GFO format. See formats gift software, xxxvi gldebug, 608, 609, 610 GLdebug.history, 610 gldebug utility, 609 global attribute, 481 global state, 288 glprof, 608 glprof utility, 610 glXChooseVisual(), 384 GLXFBConfigSGIX, 383 GLXgetconfig(), 384 GLXlink(), 384, 385 graph defined, 649 stage timing. See stage timing graph graphics attributes, 259 load. See load management modes, 259, 261 pipelines. See pipelines state, 259 state elements, definition, 650 statistics, 575 See also statistics values, 259, 266 graphics context, definition, 650 graphics libraries database sorting, 600 input handling, 601 IRIS GL, xxxi objects, 606 OpenGL, xxxi See also IRIS GL, OpenGL grout, digital, 143 Index H Haeberli, Paul, 224 Haines, Eric, 214 half-spaces, 552 Halvorson, Mike, 209 Hamilton, Sir William Rowan, 547 handling flimmering, 69 Har’El, Zvi, 219 header_offset, 337 header file, 4 header files, 627 heading, 34 defined, 650 heap, 641 defined, 650 Hein, Piet, 200 Helman, James, xxxvii help, 32, 69 accessing the FTP site, xxxiii accessing the mailing list, xxxiii C++ argument passing, 633 channel groups, 44 channels, 30 clearing a channel, 107 database formats, 193 database paging, 153 default shared arena size, 426 display lists, 242 drawing a background, xxxiv, 163, 165 drawing text, 72 flimmering, 648 frame rates, 121 geometry specification, 239 graphics attributes, 259 inheriting transformations, 79 instancing, 58 interfacing C and C++ code, 633 level of detail, 132 morphing, 448 multiple pipelines, 26 multiprocess configuration, 27 node callback functions, 102 overview of chapter contents, xxxiv performance tuning, 589 pipes, 25 scene graphs, 87 scene graph structure, 94 shared memory, 423 traversals, 85 understanding process models, 151 understanding statistics, 568 viewports, 32 view specification, 36 where to start, xxxi windows, 395 writing a loader, 182 help process callback functions, 105 high-resolution clocks, 422 Hughes, John F., xxxvii Hume, Andrew, 219 I I3DM modeler, 230 icache_files, 335, 336 icache_format, 335 icache_params, 335 icache_size, 328 identity matrix, definition, 650 I/ITSEC, xl illegal C++ object creation examples, 631 image, tiling, 315 image cache, 299, 335 configuration, 319, 322, 324, 327 image cache configuration, details, 326 671 Index image cache level, 317, 318 image cache level, configuration, 318 image cache proto tile, 318 image data, formatting, 315 IMAGE Society, xli image tile, 320 image tile level, 317 IM format. See formats img_format, 328, 335 immediate-mode, 242 immediate mode rendering, definition, 650 include files, 627 index attributes, 250 indexed pfGeoSets, 239 industrial simulation, xxxi INF (infinite value) exception, 617 info-performer, xxxiii inheriting attributes, 51 classes, 8 state, 88 init function, 321 initializing C++ virtual functions, 637 pfType system, 637 inline, 541 in-lining math functions, 607 input handling, 601 inset, 309 adding to cliptexture, 362 and DTR, 362 boundary, 363 building, 363 cliptexture, 361 multiple, 365 inset views, 42 672 instancing, 58 cloned, 59 definition, 650 shared, 58 int_format, 328, 335 Interest Area, 493 internal API, 626 interpolation, MIP-map, 607 intersections caching, 602 masks, 112, 559 performance, 602 pipeline, definition, 650 See also discriminator callbacks tests geometry sets, 558 planes, 558 point-volume, 554 segments, 557 segment-volume, 557 triangles, 558 volume-volume, 554 traversals. See traversals invalid_border, 335 invalid border, 304, 312 I/O asynchronous, 429 handling, 601 IRIS GL, xxxi documentation, xxxvii functions afunction(), 264 blendfunction(), 620, 621 finish(), 577 fogvertex(), 281 lmcolor(), 591, 596, 622 lmdef(), 278, 279 mssize(), 383 RGBsize(), 383 Index IRIS GL functions (continued) shademodel(), 596 stencil(), 264 subtexload(), 272 swapbuffers(), 109 tevdef(), 268 texdef2d(), 268, 269 texgen(), 277 winopen(), 384 zbsize(), 383 IRIS IM, 407 IRIS Image Vision Library, 221 IRIS Inventor. See Open Inventor IRIS Performer bibliography, xxxvi-xli C++ API, 625 accessor functions, 625 header files, 627 member functions, 625 new, 630 object creation, 630 object deletion, 630 public structs, 626 reserved functions, 626 static class data, 639 subclassing, 634 using both C and C++ API, 632 using the C API with C++, 632 C API, 625 differences between C and C++ error-handling, 430 FTP site, xxxiii getting started, xxxiv introduction, xxxi mailing list, xxxiii ordering documentation, xxxvii type system, 18, 626, 627, 635 why use IRIS Performer, xxxi IRIS Performer API, 3 IRIX kernel, 615 IRTP format. See formats J Johnson, Nelson, 203 Jones, Michael, xxxvii Jones, M. T., xxxvii Jump, Dennis N., 203 K Kalawsky, Roy S., xxxix Kaleido, polyhedron generator, 219 kernel, 615 keyframing using quaternions for, 547 Kichury, John, 230 L latency controlling, 598 defined, 651 latency-critical definition, 651 updates, 598 layer geometry, 264, 265 definition, 651 level of detail, 461 blended transitions, 142 cannonical channel resolution, 138 cannonical field of view, 138 defined, 651 stress management switching, 69 use in optimization, 593 673 Index Lewis, Frank L., xxxix libpf, 341 and cliptextures, 310 defined, 651 libpfdb, 173 and cliptextures, 311 libpfdu, 173, 174 and cliptextures, 311 defined, 651 libpfim, 325 libpfutil, 173 and cliptextures, 311 defined, 651 libpr and cliptextures, 310, 317 defined, 652 graphics state, 259 Libpr and Libpf objects, 11 libpr classes, 652 lighting overview, 278 Light Point Board, 519 light points definition, 652 lights, bright, 515 Lightscape Technologies, 210 line segments, 556 See also pfSegSet data structures load, definition, 652 load control, cliptextures, 312 loaders, 182 loading files. See databases load management level-of-detail scaling, 144-147 statistics, 572 load-time configuration, cliptextures, 316 local state, 288 674 locked phase, definition, 652 locks, allocating, 426 LOD (level of detail), 462 managing, 132 neighboring, 476 See also level of detail See also load management LOD range, 465 LOD reduction, 463 lookahead cache, 299, 301 LPB, 515, 519 LSA. See formats LSB. See formats M macros, 607 PFADD_SCALED_VEC3, 542 PFADD_VEC3, 542 PFALMOST_EQUAL_MAT, 545 PFALMOST_EQUAL_VEC3, 542 PFCOMBINE_VEC3, 542 PFCONJ_QUAT, 547 PFCOPY_MAT, 544 PFCOPY_VEC3, 542 PFDISTANCE_PT3, 542 PFDIV_QUAT, 548 PFDOT_VEC3, 542 PFEQUAL_MAT, 545 PFEQUAL_VEC3, 542 PFGET_MAT_COL, 544 PFGET_MAT_COLVEC3, 544 PFGET_MAT_ROW, 543 PFGET_MAT_ROWVEC3, 544 PFLENGTH_QUAT, 548 PFLENGTH_VEC3, 542 PFMAKE_IDENT_MAT, 543 PFMAKE_SCALE_MAT, 543 PFMAKE_TRANS_MAT, 543 Index macros (continued) PFMATRIX, 634 PFMULT_QUAT, 548 PFNEGATE_VEC3, 542 PFQUAT, 634 PFSCALE_VEC3, 542 PFSET_MAT_COL, 544 PFSET_MAT_COLVEC3, 544 PFSET_MAT_ROW, 543 PFSET_MAT_ROWVEC3, 544 PFSET_VEC3, 542 PFSQR_DISTANCE_PT3, 542 PFSUB_VEC3, 542 PFVEC2, 634 PFVEC3, 634 PFVEC4, 634 mailing list, xxxiii malloc(), 615 See also memory, pfMalloc() man pages, xxxii Marker, L. R., xxxvii masks, intersection, 112, 559 master cliptexture, 344 materials, 279 math routines, 541-563 in-lining, 607 matrices 4 by 4, 543 affine, 545 composition order, 545 manipulating, 283 stack functions, 549 matrix routines transformations, 543 matrix. See transformation matrix stack, 549 maxlod, 307 measuring performance, 608 MEDIT format. See formats Medit Productions Medit, 174 mem_region_size, 328 member functions, 625 overloaded, 634 memory allocating, 424, 615 multiprocessing, 158 shared. See shared memory memory mapping, for shared arena, 425 memory requirements, 365 mem region, 300 Menger sponge, 228 mesh, 461, 469 method names, xxxii minification, 607 MIPmap, 298 MIPmap, building, 314 MIP-map interpolation functions, 607 MIPmap level, 299 mixed model programming, 395 mode changes, 596 modelers AutoCAD, 201 Designer’s Workbench, 200 EasyScene, 200 EasyT, 200 I3DM, 230 Imagine, 209 Kaleido, 219 Model, 216 ModelGen, 203 MultiGen, 203 Moller 400 aircar, 209 morph attribute, definition, 652 675 Index morphing, 448 defined, 652 morphing vector, 468, 470 Motif, 407 multibuffering, 639 Multi-Channel Option, 43 multiple channels, 36, 43, 44 rendering, 40 multiple channels, and ASD, 486 multiple hardware pipelines, 26 multiple inheritance avoidance of, 11 definition, 653 multiple pipelines. See pipelines multiprocess, cliptexture, 339 multiprocessing display-list generation, forcing, 149 functions, invoking during, 155 memory management, 158 models of cull-overlap-draw, 149 timing diagrams, 151 order of calls, 151 pipelines, 105 pipelines, multiple, 150 uses for, 147 multisampling, 620 multithreading, 151 defined, 653 mutual exclusion, definition, 653 N NaN (Not a Number) exception, 617 Neider, Jackie, xxxviii 676 neighborhood array, 482 Newman, William M., xxxvii NFF format. See formats node draw mask, 101 nodes callbacks, 102 defined, 653 pruning, 90 sequences, 66 nonblocking access, definition, 653 nonblocking file interface, 429 non-clipped level, 301 non-degrading priorities, definition, 653 notification levels for errors, 430 num_streams, 331 numEffectiveLevels, 356 Nye, Adrian, xxxviii O O’Reilly, Tim, xxxviii object creation, 5 object derivation, 8 object type, 18 object type, determining, 18 OBJ format. See formats occlusion culling, definition, 654 ogldebug, 608, 609, 610 ogldebug utility, 609 online books, xxxiii Onyx RealityEngine. See RealityEngine graphics open(), 429 Index OpenGL, xxxi documentation, xxxviii functions glAlphaFunc(), 264 glBlendFunc(), 620, 621 glColorMaterial(), 591, 596, 622 glFinish(), 577 glFog(), 281 glLight(), 278 glMaterial(), 279 glShadeModel(), 596 glStencilOp(), 264 glTexEnv(), 268 glTexGen(), 277 glTexImage2D(), 268, 269 glTexSubImage(), 272 glXCreateContext(), 385 Open Inventor, 89, 178, 208 loader, C++ implementation, 635 opera lighting defined, 654 operator delete, 630 new, 630 optimial pfGeoSet size, 591 optimization database parameters, 604 organization of databases. See databases orthogonal transformations, 545 orthonormal transformations, 545, 553 overload, definition, 654 overrun, definition, 654 overrun, frame, 124 P paging multi-resolution, 494 preprocessing, 494 paging, in ASD, 492 paging, order of in ASD, 494 parameters,virtual cliptexture, 355 parent, of a node, defined, 654 parser, 323 partitions, 77 pass-through data defined, 655 passthrough data, 107, 160 paths definition, 655 search paths, 431 through scene graph, 99 perfly, 127, 177, 568, 576 definition, 655 performance costs lighting, 596 multisampling, 620 intersection, 602 measurement, 608 tuning database structure, 602 graphics pipeline, 595 guidelines, specific, 594 optimizations, built-m, 590 overview, 589 process pipeline, 598 RealityEngine graphics, 620 Performance Co-Pilot, 608 Performer Terrain Utilities, 221 PF_DTR_MEMLOAD, 349 PF_DTR_READSORT, 349 PF_DTR_TEXLOAD, 349 pfAddMPClipTexture(), 340, 345 pfAddPWinPVChan(), 39, 404, 409 pfAppFrame(), 570 pfApplyDecalPlane(), 264 677 Index pfApplyTLOD(), 276 pfApplyTMat(), 270 pfASD, 478 and pfEngine, 490 queries, 484 PFASD_COLORS, 481 PFASD_NORMALS, 481 PFASD_TCOORDS, 481 pfASDFace, 471 pfASDLODRange, 483 pfASDVert, 479 pfAttachPWinSwapGroup(), 408 pfAttachWin(), 388 pfAttachWinSwapGroup(), 385, 388 PFB file format, 192 pfBillboard, 74 pfBillboard nodes, 607 pfBindPVChan(), 411 pfBindPWinPVChans, 411 pfBox, 551 pfChannel data structures. See channels pfChanPixScale, 129 pfChanPWinPVChanIndex, 131 pfChanPWinPVChanIndex(), 39 pfChoosePWinFBConfig(), 400 pfClipTexture, 297, 310 and ASD, 487 pfCompute(), 150 pfComputeFunc(), 150 pfconv, 192 pfCylinder, 551 pfDataPool data structures, 426 multiprocessing with, 160 pfdBuilder, 207 pfDCS nodes, 593 pfDeleteGLHandle(), 271 678 pfdInitConverter(), 175 pfDispList, 285 pfDispList data structures, 285 pfdLoadClipTexture, 311 pfdLoadClipTextureState, 311 pfdLoadImageCache, 311 pfdLoadImageCacheState, 311 pfdLoadNeededDSOs(), 175 pfdLoadNeededDSOs_EXT(), 180 pfdProcessASDTiles, 495 pfdWriteFile, 495 pfEngine, 445 and ASD, 490 pfFlux, 435 pfFog data structures, 168, 280 See also fog pfFont, 251 pfFrame(), 395 pfFrameStats data structures, 567 See also pfStats data structures pfGeode, 71 pfGeoSet, 239 and bounding volumes, 550 compilation, 242 connectivity, 244 draw modes, 242 intersection mask, 559 intersections with segments, 558 primitive types, 241 pfGeoSet data structures adding to pfGeode nodes, 13, 71 pfGeoState data structures applying, 290 attaching to pfGeoSets, 291 overview, 288 pfGetChanOrigin(), 129 pfGetChanOutputOrigin(), 129 Index pfGetChanOutputSize(), 129 pfGetChanPixScale, 129 pfGetChanPWinPVChanIndex, 131 pfGetChanSize(), 129 pfGetCurCalligraphic(), 530 pfGetMPClipTexture(), 341 pfGetNumMPClipTextures(), 341 pfGetNumScreenPVChans(), 410 pfGetPFChanStressFilter(), 131 pfGetPVChanId, 131 pfGetPVChanInfo(), 411 pfGetPWinNumPVChans(), 410 pfGetPWinPVChanId, 410 pfGetPWinPVChanIndex, 410 PFGS_FLAT_TRIFANS, 248 PFGS_PACKED_ATTRS, 243 pfGSetDecalPlane(), 264 pfHit, 559 pficonv, 193 PFI image format, 192 pfiInit(), 637 pfImageCache, 310 pfInitBoard(), 522 pfIsBoardInit(), 522 pfIsPVChanActive(), 409 pfLayer, 69 pfLoadGState(), 289 pfLOD nodes, 69 pfLODRangeFlux(), 144 pfMatrix, 543 pfMatStack, 549 pfMPClipTexture, 310, 339 connecting to pfPipes, 340 pfMQueryWin(), 404 pfNewLModel(), 278 pfNewPVChan(), 39, 409 PFNFYLEVEL environment variable, 430 pfNode, 54 and bounding volumes, 550 pfNode data structures, 51 attributes, 54 operations, 54 pfObject data structures, 8 actual type of, 18 pfOpenPWin(), 405 pfPartition, 77 pfPath data structures, 99 PFPATH environment variable, 431, 432 pfPipe configuration, 27 data structures. See pipelines pfPipeScreen(), 39, 409 pfPipeSwapFunc(), 402 pfPipeVideoChannel, 408 pfPlane, 552 pfPrint, 17 pfPVChanDVRMode(), 128 pfPVChanId(), 39, 409 pfPVChanMaxDecScale, 130 pfPVChanMaxIncScale, 130 pfPVChanMinDecScale, 130 pfPVChanMinIncScale, 130 pfPVChanMode(), 129 pfPVChanOutputAreaScale(), 411 pfPVChanOutputOrigin(), 411 pfPVChanOutputSize(), 411 pfPVChanStress, 130 pfPVChanStress(), 131 pfPVChanStressFilter, 130 pfPVChanStressFilter(), 131 pfPWinAddPVChan, 410 679 Index pfPWinAttach(), 407 pfPWinRemovePVChan, 410 pfPWinRemovePVChanIndex(), 410 pfPWinShare(), 407 pfPWinType(), 407 pfQueryWin(), 404 pfQueue, 310, 415 pfRemoveMPClipTexture(), 341 pfScene nodes, 31 pfSCS, 64 pfSCS nodes, 593 pfSeg, 556 and bounding volumes, 550 pfSegSet data structure, definition, 110 intersection with, 558 pfSelectWin(), 385, 388 pfSequence, 66 pfsFace, 475 pfSphere, 551 pfState data structures, 286 pfString, 253 pfSwitch, 66 pfSwitchValFlux(), 144 pfSync(), 570 pfTEnvMode(), 276 pfTerrainAttr(), 481 pfTexEnv data structures. See texturing pfTexFormat(), 274 pfTexImage, 320 pfTexLOD, 276 pfTexture, 319 configuration, 319 pfTexture data structures. See texturing pfTGenPoint(), 277 pfuAddMPClipTexturesToPipes, 311, 317 680 pfuAddMPClipTextureToPipes, 311, 317 pfuCalcSizeFinestMipLOD, 359 pfuCalcVirtualClipTexParams, 359 pfuChooseFBConfig(), 383 pfuClipCenterNode, 342 pfuClipTexConfig structure, 322 pfuDownloadTexList(), 271 pfuFindClipTextures, 311 pfuFreeClipTexConfig, 311 pfuFreeImgCacheConfig, 311 pfuImgCacheConfig, 322 pfuInit(), 637 pfuInitClipTexConfig, 311 pfuInitImgCacheConfig, 311 pfuMakeClipTexture, 311 pfuMakeImageCache, 311 pfuMakeSceneTexList(), 271 pfUnbindPWinPVChans, 411 pfuNewClipCenterNode, 343 pfuProcessClipCenters, 311, 317, 342 pfuProcessClipCentersWithChannel, 311, 317, 342 pfVec2, 541 pfVec3, 541 pfVec4, 541 pfVideoChannel, 39 pfVideoChannelInfo(), 39 pfWaitForVmeBus(), 530 pfWinShare(), 388 pfWinSwapBarrier(), 388 phase defined, 655 PHD format. See formats PHIGS, 208 physics of flight, xxxix Picking, 115 Index picking, 99 pipe, definition, 655 pipelines functional stages, 25 multiple, 150, 423 multiprocessing, 105 overview, 25 pipe windows, 395 pitch, 34 defined, 655 pixie, 608, 609 pixie, 609 plant walkthroughs, xxxi point-volume intersection tests, 554 Polya, George, xl POLY format. See formats poor programming practices array allocation of pfObjects, 630 popping definition, 655 in LOD transitions, 141 positive rotation, 35 previous statistics, 585 See also statistics primitives attributes, 246 connectivity, 244 flat-shaded, 242 types, 241 printing objects, 17 process callbacks, 105 defined, 656 processor isolation, 599 process priority, 599 prof, 608, 609 profiling glprof, 610 prof, 609 program counter sampling, 609 projective texture defined, 656 proto tile, 317, 318 prune, definition, 656 pruning nodes, 90 PTU format. See formats public structs, 626 punch through, definition, 656 Q quaternion, 547 references, xxxvii spherical linear interpolation, 547 use in C++ API, 626 query array, 485 queue, 415 queue, retrieving elements, 417 R r_streams, 331 rapid rendering, for on-air broadcast, xxxi raster displays, 516 REACT, 599, 608 read(), 429 ReadDirect, 360 read function, 312 custom, 360, 372 sorting, 352 ReadNormal, 360 read queue, 312, 352 RealityEngine graphics pipelines, multiple, 150 tuning, 620 681 Index real-time programming, 599 reference count, definition, 656 reference counting, 12 reference point array, 479 reference position, 471 reference vertices, 476 refresh rate, 124 rendering modes, 261 multiple channels, 40 stages of, 147 rendering pipelines definition, 656 See pipelines rendering values, 266 reserved functions, 626 right hand rule, 35 right-hand rule, defined, 657 Rogers, David F., 223 Rohlf, John, xxxvii Rolfe, J. M., xxxix roll, 34 defined, 657 rotating geometry to track eyepoint, 74, 607 rotations quaternion, 547 Rougelot, Rodney S., xxxix routines, 541 for 3-Vectors, 542 for 4x4 Matrices, 543 for quatermions, 547 matrix stack, 549 pfAccumulateStats(), 580 pfAddChan(), 48 pfAddChild(), 56, 154, 183 pfAddGSet(), 13, 71, 72 pfAddMat(), 544 pfAddScaledVec3(), 542 682 pfAddVec3(), 542 pfAllocChanData(), 107, 160, 599 pfAllocIsectData(), 160 pfAlmostEqualMat(), 545 pfAlmostEqualVec3(), 542 pfAlphaFunc(), 259, 264, 606, 607 pfAlphaFunction(), 621 pfAntialias(), 266, 399, 591, 597, 625 pfApp(), 158 pfAppFrame(), 89 pfApplyCtab(), 267, 280 pfApplyFog(), 267 pfApplyGState(), 260, 288, 290, 291 pfApplyGStateTable(), 292 pfApplyHlight(), 268, 282 pfApplyLModel(), 267 pfApplyLPState(), 268 pfApplyMtl(), 157, 267 pfApplyTEnv(), 267, 268 pfApplyTex(), 157, 259, 267, 271, 272, 288, 601 pfApplyTGen(), 268, 277 pfAsynchDelete(), 154 pfAttachChan(), 44 pfAttachDPool(), 426 pfAttachPWin(), 398 pfAttachWin(), 387 pfAverageStats(), 580 pfBboardAxis(), 74 pfBboardMode(), 75 pfBboardPos(), 74 pfBeginSprite(), 284, 285 pfBoxAroundBoxes(), 552 pfBoxAroundPts(), 552 pfBoxAroundSpheres(), 552 pfBoxContainsBox(), 555 pfBoxContainsPt(), 554 pfBoxExtendByBox(), 553 pfBoxExtendByPt(), 553 pfBoxIsectSeg(), 557 pfBufferAddChild(), 154, 643 pfBufferClone(), 154, 643 Index routines (continued) pfBufferRemoveChild(), 154, 643 pfBuildPart(), 77, 78 pfCBufferChanged(), 429 pfCBufferConfig(), 427, 429 pfCBufferFrame(), 429 pfChanBinOrder(), 98, 642 pfChanBinSort(), 98, 642 pfChanESky(), 31, 165, 169 pfChanFOV(), 33 pfChanGState(), 592 pfChanLODAttr(), 123 pfChanLODLODStateIndex(), 137 pfChanLODStateList(), 137 pfChanNearFar(), 34 pfChanNodeIsectSegs(), 110 pfChanPick(), 115 pfChanScene(), 31, 63 pfChanShare(), 45, 89, 398 pfChanStatsMode(), 577 pfChanStress(), 123 pfChanStressFilter(), 123, 146 pfChanTravFunc(), 99, 107, 160 pfChanTravFuncs(), 165 pfChanTravMask(), 101 pfChanTravMode(), 93, 100, 101, 593, 603 pfChanView(), 34, 36 pfChanViewMat(), 36 pfChanViewOffsets(), 44 pfChooseFBConfig(), 383 pfChoosePWinFBConfig(), 400, 404 pfChooseWinFBConfig(), 383, 384 pfClear(), 157 pfClearChan(), 107, 165, 571, 597 pfClearStats(), 580 pfClipSeg(), 557, 558 pfClockMode(), 422 pfClockName(), 423 pfClone(), 154 pfCloseDList(), 285 pfCloseFile(), 429 pfClosePWin(), 404, 406 pfClosePWinGL(), 404 pfCloseWin(), 385 pfCloseWinGL(), 387 pfCombineVec3(), 542 pfConfig(), 27, 151, 153, 429, 616, 638, 639 pfConfigPWin(), 402, 406, 601 pfConfigStage(), 28, 601 pfConjQuat(), 547 pfCopy(), 16, 251, 425, 583 pfCopyFStats(), 579, 584 pfCopyGSet(), 240 pfCopyGState(), 291 pfCopyMat(), 544 pfCopyStats(), 579, 580, 584 pfCopyVec3(), 542 pfCreateDPool(), 426 pfCreateFile(), 429 pfCrossVec3(), 542 pfCull(), 107, 149, 158, 571 pfCullFace(), 265, 591 pfCullPath(), 99 pfCullResult(), 102 pfCurCBufferIndex(), 427 pfCylAroundSegs(), 552, 602 pfCylContainsPt(), 554 pfdAddExtAlias(), 177 pfDBase(), 155, 158 pfDBaseFunc(), 153, 594 pfdBldrStateAttr(), 185 pfdBldrStateMode(), 185 pfdBldrStateVal(), 185 pfdCleanTree(), 183, 593, 603, 605 pfdConverterAttr(), 178 pfdConverterMode(), 178 pfdConverterVal(), 178 pfdConvertFrom(), 175 pfdConvertTo(), 175 pfDCSCoord(), 65 pfDCSMat(), 65 pfDCSRot(), 65 683 Index routines (continued) pfDCSScale(), 65 pfDCSTrans(), 65 pfdDefaultGState(), 592 pfDecal(), 264, 288, 591, 597, 648 pfDelete(), 12, 14, 155, 240, 251, 252, 291, 425, 427 datapools, 427 pfDetachChan(), 44 pfdExitConverter(), 178 pfdFreezeTransforms(), 593, 603, 605 pfdGetConverterAttr(), 178 pfdGetConverterMode(), 178 pfdGetConverterVal(), 178 pfdInitConverter(), 178, 637 pfDisable(), 157, 266 pfDistancePt3(), 542 pfDivQuat(), 548 pfdLoadBldrState(), 185 pfdLoadFile(), 175, 177, 180, 190, 431 pfdMakeSceneGState(), 63, 592 pfdMakeSharedScene(), 63, 592, 603 pfdOptimizeGStateList(), 63, 592 pfDotVec3(), 542 pfDPoolAlloc(), 427 pfDPoolAttachAddr(), 426 pfDPoolFind(), 427 pfDPoolLock(), 427 pfDPoolUnlock(), 427 pfdPopBldrState(), 185 pfdPushBldrState(), 185 pfDraw(), 107, 149, 158, 571, 597, 601, 606 pfDrawChanStats(), 567, 577, 579, 594, 604, 608, 616 pfDrawDList(), 251, 285, 288 pfDrawFStats(), 567, 577, 579 pfDrawGSet(), 157, 240, 242, 243, 251, 288, 291 pfDrawString(), 157, 253, 255 pfdSaveBldrState(), 185 pfdStoreFIle(), 175 pfEarthSky(), 107 pfEnable(), 157, 266, 288 684 pfEnableStatsHw(), 577, 578, 581 pfEndSprite(), 284, 285 pfEqualMat(), 545 pfEqualVec3(), 542 pfESkyAttr(), 168 pfESkyColor(), 168 pfESkyFog(), 168 pfESkyMode(), 168, 620 pfExpQuat(), 548 pfFeature(), 597, 607 pfFilePath(), 431 pfFindFile(), 431 pfFlatten(), 64, 154, 183, 593, 596, 603, 605 pfFlattenString(), 255 pfFlushState(), 290 pfFogRange(), 281 pfFogType(), 281 pfFontAttr(), 252 pfFontCharGSet(), 252 pfFontCharSpacing(), 252 pfFontMode(), 252 pfFrame(), 89, 90, 105, 107, 123, 150, 153, 160, 396, 402, 429, 570, 594, 625 pfFrameRate(), 122, 123, 568 pfFree(), 424, 425 pfFrustContainsBox(), 555 pfFrustContainsCyl(), 555 pfFrustContainsPt(), 554 pfFrustContainsSphere(), 555 pfFSatsClass(), 579 pfFStatsAttr(), 585 pfFStatsClass(), 576, 582 pfFStatsCountNode(), 579, 581 pfFullXformPt3(), 542 pfGetArena(), 425 pfGetBboardAxis(), 74 pfGetBboardMode(), 75 pfGetBboardPos(), 74 pfGetChanFStats(), 567, 579 pfGetChanLoad(), 123 pfGetChanView(), 36 Index routines (continued) pfGetChanViewMat(), 36 pfGetChanViewOffsets, 36 pfGetCullResult(), 103 pfGetCurGState(), 292 pfGetCurWSConnection(), 385, 389 pfGetDCSMat(), 65 pfGetFilePath(), 431 pfGetFileStatus(), 429 pfGetGSet(), 71, 72 pfGetLayerBase(), 70 pfGetLayerDecal(), 70 pfGetLayerMode(), 70 pfGetLODCenter(), 69 pfGetLODRange(), 69 pfGetMatCol(), 544 pfGetMatColVec3(), 544 pfGetMatRow(), 543 pfGetMatRowVec3(), 544 pfGetMStack(), 549 pfGetMStackDepth(), 550 pfGetMStackTop(), 550 pfGetNumChildren(), 56 pfGetNumGSets(), 71, 72 pfGetOrthoMatCoord(), 543 pfGetOrthoMatQuat(), 543 pfGetParent(), 99 pfGetParentCullResult(), 103 pfGetPartAttr(), 78 pfGetPartType(), 78 pfGetPipe(), 27 pfGetPipeScreen(), 28 pfGetPipeSize(), 28 pfGetPWinCurOriginSize(), 404 pfGetPWinCurScreenOriginSize(), 404 pfGetQuatRot(), 547 pfGetRef(), 14 pfGetSCSMat(), 64 pfGetSemaArena(), 159, 424, 426 pfgetSemaArena(), 286 pfGetSeqDuration(), 67 pfGetSeqFrame(), 67 pfGetSeqInterval(), 67 pfGetSeqMode(), 67 pfGetSeqTime(), 66 pfGetSharedArena(), 159, 246, 424 pfGetSize(), 425 pfGetSwitchVal(), 66 pfGetTime(), 422 pfGetType(), 18 pfGetTypeName(), 19 pfGetVClock(), 423 pfGetWinCurOriginSize(), 381 pfGetWinCurScreenOriginSize(), 381 pfGetWinFBConfig(), 385 pfGetWinFBConfigData(), 384 pfGetWinGLCxt(), 385 pfGetWinOrigin(), 381 pfGetWinSize(), 381 pfGetWinWSDrawable(), 385 pfGetWinWSWindow(), 385 pfGSetAttr(), 13, 240, 246, 425 pfGSetBBox(), 240 pfGSetDrawMode(), 240, 242, 243, 251 pfGSetGState(), 13, 240, 291 pfGSetGStateIndex(), 240 pfGSetHlight(), 13, 240, 282 pfGSetIsectMask(), 116, 240, 559 pfGSetIsectSegs(), 240, 251, 558, 559 pfGSetLineWidth(), 240 pfGSetNumPrims(), 240, 241, 242 pfGSetPntSize(), 240 pfGSetPrimLengths(), 240, 241, 242 pfGSetPrimType(), 240 pfGStateAttr(), 13, 289, 291 pfGStateFuncs(), 292 pfGStateInherit(), 289, 291 pfGStateMode(), 262, 289, 291 pfGStateVal(), 266, 291 pfHalfSpaceContainsBox(), 555 pfHalfSpaceContainsCyl(), 555 pfHalfSpaceContainsPt(), 554 685 Index routines (continued) pfHalfSpaceContainsSphere(), 555 pfHalfSpaceIsectSeg(), 557 pfHlightColor(), 282 pfHlightLineWidth(), 282 pfHlightMode(), 282 pfHlightNormalLength(), 282 pfHlightPntSize(), 282 pfHyperpipe(), 156 pfIdleTex(), 271 pfIndex(), 570 pfInit(), 151, 159, 425, 637, 638, 641 pfInitArenas(), 424, 425, 426, 638, 641 pfInitCBuffer(), 429 pfInitClock(), 422 pfInitGfx(), 384, 399 pfInitState(), 286 pfInitVClock(), 423 pfInsertChan(), 42, 48 pfInsertChild(), 56 pfInsertGSet(), 13, 71, 72 pfInvertAffMat(), 544 pfInvertFullMat(), 544 pfInvertIdentMat(), 545 pfInvertOrthoMat(), 545 pfInvertOrthoNMat(), 545 pfInvertQuat(), 548 pfIsectFunc(), 150, 160, 594 pfIsOfType(), 18 pfIsTexLoaded(), 271 pfLayer(), 648 pfLayerBase(), 70 pfLayerDecal(), 70 pfLayerMode(), 70 pfLengthQuat(), 548 pfLengthVec3(), 542 pfLightAtten(), 279 pfLightOn(), 157, 267, 279 pfLModelAtten(), 279 pfLoadMatrix(), 283 pfLoadMStack(), 549 686 pfLoadState(), 286 pfLoadTex(), 271 pfLoadTexFile(), 268 pfLODCenter(), 69 pfLODLODState(), 137 pfLODLODStateIndex(), 137 pfLODRange(), 69 pfLODTransition(), 141 pfLogQuat(), 548 pfMakeCoordMat(), 543 pfMakeEulerMat(), 543 pfMakeOrthoFrust(), 552 pfMakePerspFrust(), 552 pfMakePolarSeg(), 557 pfMakePtsSeg(), 557 pfMakeQuatMat(), 543 pfMakeRotMat(), 543 pfMakeRotOntoMat(), 543 pfMakeRotQuat(), 547 pfMakeScaleMat(), 543 pfMakeTransMat(), 543 pfMalloc(), 14, 159, 246, 424, 425, 426, 603 pfMergeBuffer(), 153, 154, 643 pfModelMat(), 285 pfMoveChan(), 42, 48 pfMovePWin(), 406 pfMQueryFStats(), 580, 584 pfMQueryHit(), 111, 559 pfMQueryStats(), 580, 584 pfMtlColorMode(), 279, 591, 596, 622 pfMultipipe(), 150, 151 pfMultiprocess(), 27, 148, 149, 150, 151, 153, 568, 594, 616, 625, 638 pfMultithread(), 151 pfMultMat(), 544 pfMultMatrix(), 157, 283 pfMultQuat(), 548 pfNegateVec3(), 542 pfNewBboard(), 74 pfNewBuffer(), 153, 643 pfNewCBuffer(), 429 Index routines (continued) pfNewChan(), 31 pfNewCtab(), 280 pfNewDCS(), 65 pfNewDList(), 285 pfNewDPool(), 426 pfNewESky(), 168 pfNewFog(), 280 pfNewFont(), 252 pfNewFrust(), 552 pfNewGeode(), 71, 72 pfNewGSet(), 240 pfNewGState(), 291 pfNewHlight(), 282 pfNewLayer(), 70 pfNewLight(), 278 pfNewLModel(), 278 pfNewLOD(), 69 pfNewMaterial(), 279 pfNewMStack(), 549 pfNewMtl(), 279 pfNewPart(), 78 pfNewPath(), 99 pfNewPWin(), 396, 404 pfNewScene(), 63 pfNewSCS(), 64 pfNewSeq(), 66 pfNewState(), 286, 384 pfNewString(), 255 pfNewSwitch(), 66 pfNewTex(), 268 pfNewWin(), 378 pfNodeBSphere(), 62 pfNodeIsectSegs(), 110, 112, 115, 150, 558, 602 pfNodeTravData(), 634 pfNodeTravFuncs(), 102, 634, 637, 640 pfNodeTravMask(), 101, 112, 116, 602 pfNormalizeVec3(), 542 pfNotify(), 424, 430 pfNotifyHandler(), 424, 430, 431 pfNotifyLevel(), 430, 599, 616 pfOpenDList(), 285 pfOpenFile(), 429 pfOpenPWin(), 396, 402, 403, 404, 406 pfOpenScreen(), 380, 389 pfOpenStats(), 581 pfOpenWin(), 378, 381, 384, 385, 386, 387 pfOpenWSConnection(), 389 pfOrthoXformCyl(), 553 pfOrthoXformFrust(), 553 pfOrthoXformPlane(), 553 pfOrthoXformSphere(), 553 pfOverride(), 261, 267, 287, 597 pfPartAttr(), 78 pfPassChanData(), 107, 160, 594, 599 pfPassIsectData(), 160 pfPhase(), 123, 125 pfPipeScreen(), 28 pfPlaneIsectSeg(), 558 pfPopMatrix(), 103, 283 pfPopMStack(), 549 pfPopState(), 287 pfPositionSprite(), 284 pfPostMultMat(), 544 pfPostMultMStack(), 549 pfPostRotMat(), 544 pfPostRotMStack(), 550 pfPostScaleMat(), 544 pfPostScaleMStack(), 550 pfPostTransMat(), 544 pfPostTransMStack(), 550 pfPreMultMat(), 544 pfPreMultMStack(), 549 pfPreRotMat(), 544 pfPreRotMStack(), 550 pfPreScaleMat(), 544 pfPreTransMat(), 544 pfPrint(), 240, 251, 583 pfPushIdentMatrix(), 283 pfPushMatrix(), 103, 283 pfPushMStack(), 549 pfPushState(), 157, 287 687 Index routines (continued) pfPWinConfigFunc(), 402, 403, 404 pfPWinFBConfig(), 400, 404 pfPWinFBConfigAttrs(), 400, 404, 405 pfPWinFullScreen(), 396, 397, 404 pfPWinGLCxt(), 404 pfPWinIndex(), 400, 404 pfPWinMode(), 400, 404 pfPWinOriginSize(), 396, 403, 404 pfPWinScreen(), 398, 404 pfPWinShare(), 404 pfPWinType(), 398, 404 pfPWinWSDrawable(), 404, 406 pfPWinWSWindow(), 404, 406 pfQuatMeanTangent(), 548 pfQueryFeature(), 279, 591 pfQueryFStats(), 580, 584 pfQueryGSet(), 240 pfQueryHit(), 111, 559, 560 pfQueryStats(), 580, 584 pfQuerySys(), 383 pfQueryWin(), 383, 385 pfReadFile(), 429 pfRef(), 14 pfReleaseDPool(), 427 pfRemoveChan(), 48 pfRemoveChild(), 56, 154 pfRemoveGSet(), 71, 72 pfReplaceGSet(), 13, 71, 72 pfResetDList(), 285 pfResetMStack(), 549 pfResetStats(), 580 pfRotate(), 283 pfScale(), 283 pfScaleVec3(), 542 pfSceneGState(), 63, 592 pfSeekFile(), 429 pfSegIsectPlane(), 558 pfSegIsectTri(), 558 pfSelectBuffer(), 153, 643 pfSelectState(), 286 688 pfSelectWin(), 380 pfSelectWSConnection(), 389 pfSeqDuration(), 67 pfSeqInterval(), 67 pfSeqMode(), 67 pfSeqTime(), 66 pfSetMatCol(), 544 pfSetMatColVec3(), 544 pfSetMatRow(), 543 pfSetMatRowVec3(), 544 pfSetVec3(), 542 pfShadeModel(), 263 pfSharedArenaSize(), 424, 426 pfSlerpQuat(), 548 pfSphereAroundBoxes(), 552 pfSphereAroundPts(), 552 pfSphereAroundSpheres(), 552 pfSphereContainsCyl(), 555 pfSphereContainsPt(), 554 pfSphereContainsSphere(), 555 pfSphereExtendByPt(), 553 pfSphereExtendBySphere(), 553 pfSphereIsectSeg(), 557 pfSpriteAxis(), 284 pfSpriteMode(), 284, 285 pfSqrDistancePt3(), 542 pfSquadQuat(), 548 pfStageConfigFunc(), 28 pfStatsClass(), 576, 581 pfStatsClassMode(), 580, 581, 582 pfStatsCountGSet(), 581 pfStatsHwAttr(), 576, 581 pfStringColor(), 255 pfStringFont(), 253 pfStringMat(), 255 pfStringMode(), 255 pfSubloadTex(), 271 pfSubloadTexLevel(), 271 pfSubMat(), 544 pfSubVec3(), 542 pfSwitchVal(), 66 Index routines (continued) pfSync(), 89, 123, 570, 594 pfTevMode(), 591 pfTexDetail(), 13, 274 pfTexFilter(), 273, 591 pfTexFormat(), 271, 272, 621 pfTexFrame(), 272 pfTexImage(), 13, 269, 270 pfTexLevel(), 274 pfTexList(), 272 pfTexLoadImage(), 272 pfTexLoadMode(), 269, 272, 273 pfTexLoadOrigin(), 270 pfTexLoadSize(), 271 pfTexSpline(), 274 pfTGenMode(), 277 pfTGenPlane(), 277 pfTranslate(), 283 pfTransparency(), 157, 259, 263, 288, 591, 597 pfTransposeMat(), 544 pfTriIsectSeg(), 558 pfuCollideSetup(), 593 pfuDownloadTexList(), 601 pfuLockDownApp(), 599 pfuLockDownCull(), 599 pfuLockDownDraw(), 599 pfuLockDownProc(), 599 pfUnref(), 14 pfUnrefDelete(), 16 pfUpdatePart(), 77, 78 pfuPrioritizeProcs(), 599 pfUserData(), 634 pfVClockSync(), 423 pfViewMat(), 285 pfWinFBConfig(), 385 pfWinFBconfig(), 383 pfWinFBConfigAttrs(), 382 pfWinFBConfigData(), 384, 385 pfWinFullScreen(), 380, 397 pfWinGLCxt(), 384, 385 pfWinIndex(), 386, 387 pfWinMode(), 386 pfWinOriginSize(), 380 pfWinOverlayWin(), 387 pfWinScreen(), 380 pfWinShare(), 387 pfWinStatsWin(), 387 pfWinType(), 379 pfWinWSDrawable(), 384, 385 pfWinWSWindow(), 385, 386, 387 pfWriteFile(), 429 pfXformBox(), 553 pfXformPt3(), 542 pfXformVec3(), 542 Ryan S-T airplane, 35 S s_streams, 331 sample code, xxxii, 29, 75, 173, 177, 182, 269, 283, 390, 391, 405, 406, 407, 576, 577, 586, 599, 601, 606, 611, 635, 655 sample programs, 177, 655 sample source directory, xxxvi sampling, program counter, 609 scan rate, 124 scene, definition, 657 scene complexity, definition, 657 scene graph defined, 657 state inheritance, 88 scene graphs, 87 Schacter, Bruce J., xxxix, xli screen-door transparency, 263 SCS. See pfSCS nodes search paths, 431 definition, 657 689 Index segments, 556 See also pfSegSet semaphores, allocating, 426 sense, definition of, 657 setmon(), 423 setrlimit(), 426 setSyncGroup, 486 SGF format. See formats SGO format. See formats shading flat, 263 Gouraud, 263 shadow, 485 shadow map defined, 657 shared arena, memory mapping, 425 shared instancing, 58 defined, 658 shared memory allocation, 631 arenas, 424 datapools, 426 debugging and, 615 share groups, 346, 658 share mask, 312, 346, 658 sharing channel attributes, 44 sharpen texture, 607 shininess, definition, 658 Shoemake, Ken, xxxvii siblings, of a node, defined, 658 Sierpinski sponge, 174, 228 SIGGRAPH, xxxvii Silicon Graphics Object format. See formats simulation based design, xxxi single inheritance, 11 690 single-precision arithmetic, 607 slave cliptexture, 344 slew table, 525 smallest_icache, 335 Software Systems, 203 Soma cube puzzle, 200 sorting, 418 defined, 658 sorting for transparency, 263 source code, 29, 75, 173, 177, 182, 269, 283, 390, 391, 400, 405, 406, 407, 576, 577, 586, 599, 601, 606, 611, 635, 655 source code examples, xxxvi spacing character, 251 definition, 658 spatial organization, 94 definition, 658 SPF format. See formats spheres as bounding volumes, 551 SPIE, xli SPONGE format. See formats sprite, 283 defined, 659 sproc(), 158, 429, 602, 638 Sproull, Robert F., xxxvii stack, 630 stage, definition, 659 stages of rendering, 147 stage timing graph, 568, 569 See also statistics Staples, J. K., xxxix STAR format. See formats Index state changes, 592 defined, 659 inheritance, 88 local and global, 288 state elements, 259 state specification global, 288 local, 288 static coordinate systems. See pfSCS nodes static data in C++ classes, 639 statistics, 567 average, 585 CPU, 573 cumulative, 585 current, 585 data structures, 567, 585 displaying, 567, 568, 577 enabling, 579 fill, 576 graphics, 575 previous, 585 stage timing defaults, 578 graph, 569 use in applications, 577 stencil decaling, 264 defined, 659 stereo display, 42 Stevens, Brian L., xxxix STL format. See formats stream, 331 stress, definition, 659 stress filter, 130 stress filter for DVR, 131 stress management, 144 stress management. See load management structures libpfdu pfdBuilder, 207 subclassing, 634 subgraph, definition, 659 supersampled data, 364 SuperViewer, 230 SV format. See formats switch nodes, 66 synchronization of frames, 124 T t_streams, 331 tearing, 264 testing intersections. See intersections visibility, 93 tex_region_size, 328 texel, definition, 659 texel coordinates, 298 texel data, 308, 315 texel format, 317 texel tile, 315 texload time, 352 tex region, 300 text, 72 texture detail, 607 magnification, 607 minification, 607 sharpen, 607 texture, coordinate generation, 277 texture, loading, 275 texture, tiling, 315 691 Index texture coordinates, 480 texture mapping, defined, 659 texture memory, 303 texturing overview, 268 performance cost, 596, 620 RealityEngine graphics, 621 representing complex objects, 606 tile, algorithm, 314 tile, defined, 660 tile, updates, 358 tile_base, 337 tile_files, 337 tile_format, 329, 337 tile_params, 329, 337 tile_size, 337 tiles, 299 tiles_in_file, 337 tile size, 316 tiling, strategy, 357 tiling an image, 315 TIN, 464 tokens, xxxii APP_CULL_DRAW, 609 PF_MAX_LIGHTS, 279 PF_OFF, 262 PFAA_OFF, 262 PFAF_ALWAYS, 262 PFAF_GREATER, 264 PFBOUND_STATIC, 62 PFCF_BACK, 265 PFCF_BOTH, 265 PFCF_FRONT, 265 PFCF_OFF, 262, 265 PFCHAN_EARTHSKY, 45 PFCHAN_FOV, 45 PFCHAN_LOD, 45 PFCHAN_NEARFAR, 45 692 PFCHAN_SCENE, 45 PFCHAN_STRESS, 45 PFCHAN_SWAPBUFFERS, 45 PFCHAN_SWAPBUFFERS_HW, 388, 408 PFCHAN_VIEW, 45 PFCHAN_VIEW_OFFSETS, 45 PFCULL_GSET, 100, 101 PFCULL_IGNORE_LSOURCES, 100, 101 PFCULL_SORT, 100, 101, 593 PFCULL_VIEW, 100, 101 PFDECAL_BASE_STENCIL, 265 PFDECAL_LAYER_STENCIL, 265 PFDECAL_OFF, 262, 265 PFDL_RING, 286 PFDRAW_OFF, 101 PFDRAW_ON, 101 PFEN_COLORTABLE, 267 PFEN_FOG, 267 PFEN_HIGHLIGHTING, 267 PFEN_LIGHTING, 266 PFEN_LPOINTSTATE, 267 PFEN_TEXGEN, 267 PFEN_TEXTURE, 266 PFEN_WIREFRAME, 267 PFES_BUFFER_CLEAR, 166 PFES_FAST, 168 PFES_GRND_FAR, 166 PFES_GRND_HT, 166 PFES_GRND_NEAR, 166 PFES_SKY, 169 PFES_SKY_CLEAR, 169 PFES_SKY_GRND, 166, 169 PFFB_ACCUM_ALPHA_SIZE, 383 PFFB_ACCUM_BLUE_SIZE, 383 PFFB_ACCUM_GREEN_SIZE, 383 PFFB_ACCUM_RED_SIZE, 383 PFFB_ALPHA_SIZE, 382 PFFB_AUX_BUFFER, 382 PFFB_BLUE_SIZE, 382 PFFB_BUFFER_SIZE, 382 PFFB_DEPTH_SIZE, 382 Index tokens (continued) PFFB_DOUBLEBUFFER, 382 PFFB_GREEN_SIZE, 382 PFFB_RED_SIZE, 382 PFFB_RGBA, 382 PFFB_STENCIL, 382 PFFB_STEREO, 382 PFFB_USE_GL, 383 PFFOG_PIX_EXP, 281 PFFOG_PIX_EXP2, 281 PFFOG_PIX_LIN, 281 PFFOG_PIX_SPLINE, 281 PFFOG_VTX_EXP, 281 PFFOG_VTX_EXP2, 281 PFFOG_VTX_LIN, 281 PFFONT_BBOX, 252 PFFONT_CHAR_SPACING, 252 PFFONT_CHAR_SPACING_FIXED, 252 PFFONT_CHAR_SPACING_VARIABLE, 252 PFFONT_GSTATE, 252 PFFONT_NAME, 252 PFFONT_NUM_CHARS, 252 PFFONT_RETURN_CHAR, 252 PFFONT_SPACING, 252 PFGS_COLOR4, 280 PFGS_COMPILE_GL, 243, 251 PFGS_FLAT_LINESTRIPS, 241, 248 PFGS_FLAT_TRISTRIPS, 241, 248 PFGS_FLATSHADE, 242 PFGS_LINES, 241 PFGS_LINESTRIPS, 241 PFGS_OFF, 248 PFGS_OVERALL, 248 PFGS_PER_PRIM, 248 PFGS_PER_VERTEX, 248 PFGS_POINTS, 241 PFGS_POLYS, 241 PFGS_QUADS, 241, 559 PFGS_TRIS, 241, 559 PFGS_TRISTRIPS, 241, 559 PFGS_WIREFRAME, 242 PFHL_BBOX_FILL, 282 PFHL_BBOX_LINES, 282 PFHL_FILL, 282 PFHL_FILL_R, 282 PFHL_FILLPAT, 282 PFHL_FILLPAT2, 282 PFHL_FILLTEX, 282 PFHL_LINES, 282 PFHL_LINES_R, 282 PFHL_LINESPAT, 282 PFHL_LINESPAT2, 282 PFHL_NORMALS, 282 PFHL_POINTS, 282 PFHL_SKIP_BASE, 282 PFIS_ALL_IN, 103, 555, 557 PFIS_FALSE, 102, 554, 555, 558 PFIS_MAYBE, 555, 557 PFIS_PICK_MASK, 115 PFIS_START_IN, 557 PFIS_TRUE, 554, 555, 557, 558 PFMP_APP_CULL_DRAW, 148, 150, 156, 158, 569 PFMP_APP_CULLDRAW, 148, 149, 156 PFMP_APPCULL_DRAW, 148, 150 PFMP_APPCULLDRAW, 148, 149, 150, 616 PFMP_CULL_DL_DRAW, 149, 592, 593 PFMP_CULLoDRAW, 149, 569 PFMP_FORK_COMPUTE, 150 PFMP_FORK_CULL, 148 PFMP_FORK_DBASE, 153 PFMP_FORK_DRAW, 148, 149 PFMP_FORK_ISECT, 150 PFMTL_CMODE_AD, 596 PFNFY_ALWAYS, 430 PFNFY_DEBUG, 177, 430, 616 PFNFY_FATAL, 424, 430 PFNFY_FP_DEBUG, 430, 431 PFNFY_INFO, 430 PFNFY_NOTICE, 430 PFNFY_WARN, 430 PFPB_LEVEL, 382 PFPHASE_FLOAT, 125 693 Index tokens (continued) PFPHASE_FREE_RUN, 125, 397 PFPHASE_LIMIT, 125 PFPHASE_LOCK, 125 PFPK_M_ALL, 115 PFPK_M_NEAREST, 115 PFPROC_APP, 28 PFPROC_CULL, 28 PFPROC_DBASE, 28 PFPROC_DRAW, 28 PFPROC_ISECT, 28 PFPVC_DVR_AUTO, 128, 129, 411 PFPVC_DVR_MANUAL, 129, 411 PFPWIN_TYPE_NONEVENTS, 397 PFPWIN_TYPE_NOPORT, 380 PFPWIN_TYPE_OVERLAY, 380 PFPWIN_TYPE_SHARE, 398, 407 PFPWIN_TYPE_STATS, 380, 398 PFPWIN_TYPE_X, 380, 398 PFQFTR_LIGHT_ATTENUATION, 279 PFQFTR_LMODEL_ATTENUATION, 279 PFQHIT_FLAGS, 111 PFQHIT_GSET, 111 PFQHIT_NAME, 111 PFQHIT_NODE, 111 PFQHIT_NORM, 111 PFQHIT_PATH, 111 PFQHIT_POINT, 111 PFQHIT_PRIM, 111 PFQHIT_SEG, 111 PFQHIT_SEGNUM, 111 PFQHIT_TRI, 111 PFQHIT_VERTS, 111 PFQHIT_XFORM, 111 PFSM_FLAT, 263 PFSM_GOURAUD, 262, 263 PFSORT_BACK_TO_FRONT, 99 PFSORT_BY_STATE, 98 PFSORT_END, 98 PFSORT_FRONT_TO_BACK, 98 PFSORT_NO_ORDER, 98 694 PFSORT_QUICK, 99 PFSORT_STATE_BGN, 98 PFSORT_STATE_END, 98 PFSPRITE_AXIAL_ROT, 284 PFSPRITE_MATRIX_THRESHOLD, 285 PFSPRITE_POINT_ROT_EYE, 284 PFSPRITE_POINT_ROT_WORLD, 284 PFSPRITE_ROT, 284 PFSTATE_ALPHAFUNC, 262 PFSTATE_ALPHAREF, 266 PFSTATE_ANTIALIAS, 262 PFSTATE_BACKMTL, 267 PFSTATE_COLORTABLE, 267 PFSTATE_CULLFACE, 262 PFSTATE_DECAL, 262 PFSTATE_ENCOLORTABLE, 262 PFSTATE_ENFOG, 262 PFSTATE_ENHIGHLIGHTING, 262 PFSTATE_ENLIGHTING, 262, 289 PFSTATE_ENLPOINTSTATE, 262 PFSTATE_ENTEXGEN, 262 PFSTATE_ENTEXTURE, 262, 289 PFSTATE_ENWIREFRAME, 262 PFSTATE_FOG, 267 PFSTATE_FRONTMTL, 267 PFSTATE_HIGHLIGHT, 268 PFSTATE_LIGHTMODEL, 267 PFSTATE_LIGHTS, 267 PFSTATE_LPOINTSTATE, 268 PFSTATE_SHADEMODEL, 262 PFSTATE_TEXENV, 267 PFSTATE_TEXGEN, 268 PFSTATE_TEXTURE, 267 PFSTATE_TRANSPARENCY, 259, 262 PFSTATS_ENGFX, 575 PFSTATS_ON, 575 PFSTR_CENTER, 255 PFSTR_CHAR, 255 PFSTR_CHAR_SIZE, 255 PFSTR_FIRST, 255 PFSTR_INT, 255 Index tokens (continued) PFSTR_JUSTIFY, 255 PFSTR_LAST, 255 PFSTR_LEFT, 255 PFSTR_MIDDLE, 255 PFSTR_RIGHT, 255 PFSTR_SHORT, 255 PFSWITCH_OFF, 66 PFSWITCH_ON, 66 PFTEX_BASE_APPLY, 273 PFTEX_BASE_AUTO_REPLACE, 272 PFTEX_BASE_AUTO_SUBLOAD, 273 PFTEX_FAST, 273 PFTEX_FAST_DEFINE, superceeded, 272 PFTEX_LIST_APPLY, 273 PFTEX_LIST_AUTO_IDLE, 273 PFTEX_LIST_AUTO_SUBLOAD, 273 PFTEX_LOAD_BASE, 273 PFTEX_LOAD_LIST, 273 PFTEX_LOAD_SOURCE, 269 PFTEX_SOURCE_FRAMEBUFFER, 270 PFTEX_SOURCE_IMAGE, 270 PFTEX_SOURCE_VIDEO, 270 PFTEX_SUBLOAD_FORMAT, 271 PFTG_EYE_PLANE, 277 PFTG_EYE_PLANE_IDENT, 277 PFTG_OBJECT_PLANE, 277 PFTG_SPHERE_MAP, 277 PFTR_BLEND_ALPHA, 263 PFTR_FAST, 263 PFTR_HIGH_QUALITY, 263 PFTR_MS_ALPHA, 263 PFTR_NO_OCCLUDE, 263 PFTR_OFF, 262, 263 PFTR_ON, 263 PFTRAV_CONT, 102, 114, 560 PFTRAV_CULL, 100, 107 PFTRAV_DRAW, 107 PFTRAV_IS_BCYL, 116 PFTRAV_IS_CACHE, 593 PFTRAV_IS_CLIP_END, 115, 560 PFTRAV_IS_CLIP_START, 115, 560 PFTRAV_IS_CULL_BACK, 116 PFTRAV_IS_GEODE, 114 PFTRAV_IS_GSET, 114, 116, 559 PFTRAV_IS_IGNORE, 114, 560 PFTRAV_IS_NO_PART, 77 PFTRAV_IS_NODE, 116 PFTRAV_IS_PRIM, 114, 559 PFTRAV_PRUNE, 102, 114, 560 PFTRAV_TERM, 102, 114, 560 PFVCHAN_AUTO_APPLY, 412 PFVCHAN_SYNC, 412 PFVCHAN_SYNC_FIELD, 412 PFWIN_AUTO_RESIZE, 386 PFWIN_EXIT, 386 PFWIN_GFX_WIN, 387, 400 PFWIN_HAS_OVERLAY, 386 PFWIN_HAS_STATS, 386 PFWIN_NOBORDER, 386 PFWIN_ORIGIN_LL, 386 PFWIN_OVERLAY_WIN, 386, 387, 400 PFWIN_SHARE_GL_CXT, 388 PFWIN_SHARE_GL_OBJS, 388 PFWIN_SHARE_STATE, 388 PFWIN_STATS_WIN, 387, 400 PFWIN_TYPE_NOPORT, 380 PFWIN_TYPE_OVERLAY, 380 PFWIN_TYPE_STATS, 380 tokens, comment, 328 toroidal loading, 304 transformations affine, 545 definied, 660 inheritance through scene graph, 88 order of composition, 545 orthogonal, 545 orthonormal, 545, 553 specified by matrices, 543 transition distance, definition, 660 transparency, 263, 620 695 Index traversals activation, 86 application, 89 attributes, 86 culling, 85, 90, 97 customizing, 90, 97 node pruning, 90 visibility testing, 91-94 database. See databases definition, 660 draw, 85, 100 intersection, 85, 109-117 Triangle data structure, 475 triangle strip, 477 triangulated irregular networks, 464 TRI format. See formats trigger routine, definition, 660 tristrip, 477 Truxal, Carol, xli tsid, 479 tsid values, 478 Tucker, Johanathan B., xli type, actual, of objects, 18 type system multiprocessing implications, 638 typographical conventions, xxxvi U UNC format. See formats University of Minnesota Geometry Center, 234 University of North Carolina, 234 updatable objects, 639 updates, latency-critical, 598 up vector, defined, 660 user data, 11 usinit(), 286 696 usnewlock(), 159, 425, 426 usnewsema(), 425, 426 ussetlock(), 159 usunsetlock(), 159 utilities configuration, 321 V van Dam, Andries, xxxvii van der Rohe, Ludwig Mies, 206 VClock. See video counter vector routines, 541 vectors 2-component, 541 3-component, 541 4-component, 541 vehicly simulation, xxxix vertex data structure, 482 vertex neighborhoods, 482 video, dynamic video resolution, 128 video, multiple outputs, 409 video counter, 423 video field, 569 video output, 408 video scan rate, 124 video splitting, 43 view matrix, 36 offset, 36 viewing angles, 34 viewing frustum definition, 660 intersection with, 93 viewing offsets, 36 viewing parameters, 32, 34 Index viewpoint, 34 definition, 661 viewports, 32 defined, 661 views, inset, 42 view volume visualization, definition, 660 virt_size, 335 virtual addresses and multiprocessing, 638 virtual cliptexture, 353, 371 parameters, 359 set parameters, 355 virtual clip textures, 307 virtual functions, address space issues, 638 virtualLODOffset, 357 virtual offset, 307 virtual reality, xxxi virtual reality markup language, 89 See also VRML, 89 virtual set, xxxi visibility culling, 91-94 VISI bus, 515 visual, defined, 661 visual priority. See coplanar geometry visual simulation, xxxi visual simulation, origins of, xxxix VME bus, 520 volumes bounding, 61 boxes, 550 creating, 552 cylinders, 550, 602 dynamic, 61 extending, 553 hierarchical, 91 intersection testing, 554 spheres, 550 visibility testing, 93 boxes, axially aligned, 551 cylinders, 551 geometric, 550 half-spaces, 552 intersections. See intersections primitives, 550 spheres, 551 transforming, 553 VRML, 89, 208 VRML 2.0, 235 W Wavefront, 216 widget, defined, 661 windows, 395 WindRiver, 608 WindView, 608 wireframe, 242 Woo, Mason, xxxviii wood, balsa, 35 WorkShop, 608 world’s fair, 1929, Barcelona Spain, 205 write(), 429 wrl format, 235 X XCreateWindow(), 384 XSGIvc library, 408 X windows, 407 X window system, xxxviii 697 Index Y Z Yale Compact Star Chart, 228 Yellowstone National Park, 221 z-fighting, 264 Zhao, J., xxxvii 698 Tell Us About This Manual As a user of Silicon Graphics products, you can help us to better understand your needs and to improve the quality of our documentation. Any information that you provide will be useful. Here is a list of suggested topics: • General impression of the document • Omission of material that you expected to find • Technical errors • Relevance of the material to the job you had to do • Quality of the printing and binding Please send the title and part number of the document with your comments. The part number for this document is 007-1680-040. Thank you! Three Ways to Reach Us • To send your comments by electronic mail, use either of these addresses: – On the Internet: techpubs@sgi.com – For UUCP mail (through any backbone site): [your_site]!sgi!techpubs • To fax your comments (or annotated copies of manual pages), use this fax number: 650-932-0801 • To send your comments by traditional mail, use this address: Technical Publications Silicon Graphics, Inc. 2011 North Shoreline Boulevard, M/S 535 Mountain View, California 94043-1389


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