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// OpenCSG - library for image-based CSG rendering for OpenGL
// Copyright (C) 2002-2026, Florian Kirsch,
// Hasso-Plattner-Institute at the University of Potsdam, Germany
//
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110 - 1301 USA.
//
// opencsgRender.cpp
//
#include "opencsgConfig.h"
#include <opencsg.h>
#include "context.h"
#include "opencsgRender.h"
#include "primitiveHelper.h"
#include "settings.h"
namespace OpenCSG {
namespace {
bool haveHardwareOcclusionQueries() {
return OPENCSG_HAS_EXT(ARB_occlusion_query)
|| OPENCSG_HAS_EXT(NV_occlusion_query);
}
Algorithm chooseAlgorithm(const std::vector<Primitive*>& primitives) {
if (Algo::getConvexity(primitives) >= 2) {
return Goldfeather;
}
return SCS;
}
DepthComplexityAlgorithm chooseDepthComplexityAlgorithm(const std::vector<Primitive*>& primitives) {
if (!haveHardwareOcclusionQueries() && primitives.size() > 40) {
return DepthComplexitySampling;
}
if (haveHardwareOcclusionQueries() && primitives.size() > 20) {
return OcclusionQuery;
}
return NoDepthComplexitySampling;
}
} // unnamed namespace
static void renderDispatch(const std::vector<Primitive*>& primitives,
Algorithm algorithm,
DepthComplexityAlgorithm depthComplexityAlgorithm)
{
if (primitives.empty()) {
return;
}
bool hasIntersected = false;
for (std::vector<Primitive*>::const_iterator itr = primitives.begin(); itr != primitives.end(); ++itr) {
Operation operation = (*itr)->getOperation();
if (operation == Intersection) {
hasIntersected = true;
break;
}
}
if (!hasIntersected) {
return;
}
if (algorithm == Automatic) {
algorithm = chooseAlgorithm(primitives);
depthComplexityAlgorithm = chooseDepthComplexityAlgorithm(primitives);
}
if (depthComplexityAlgorithm == OcclusionQuery && !haveHardwareOcclusionQueries()) {
// hardware support is missing. issue a warning?
depthComplexityAlgorithm = DepthComplexitySampling;
}
if (algorithm != Automatic) {
switch (algorithm) {
case Goldfeather:
renderGoldfeather(primitives, depthComplexityAlgorithm);
break;
case SCS:
renderSCS(primitives, depthComplexityAlgorithm);
break;
default:
break;
}
}
}
void render(const std::vector<Primitive*>& primitives)
{
OpenGL::ensureFunctionPointers();
Algorithm algorithm = (Algorithm)getOption(AlgorithmSetting);
DepthComplexityAlgorithm depthComplexityAlgorithm = (DepthComplexityAlgorithm)getOption(DepthComplexitySetting);
renderDispatch(primitives, algorithm, depthComplexityAlgorithm);
}
} // namespace OpenCSG