| /* |
| ** License Applicability. Except to the extent portions of this file are |
| ** made subject to an alternative license as permitted in the SGI Free |
| ** Software License B, Version 1.1 (the "License"), the contents of this |
| ** file are subject only to the provisions of the License. You may not use |
| ** this file except in compliance with the License. You may obtain a copy |
| ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 |
| ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: |
| ** |
| ** http://oss.sgi.com/projects/FreeB |
| ** |
| ** Note that, as provided in the License, the Software is distributed on an |
| ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS |
| ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND |
| ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A |
| ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. |
| ** |
| ** Original Code. The Original Code is: OpenGL Sample Implementation, |
| ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, |
| ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. |
| ** Copyright in any portions created by third parties is as indicated |
| ** elsewhere herein. All Rights Reserved. |
| ** |
| ** Additional Notice Provisions: The application programming interfaces |
| ** established by SGI in conjunction with the Original Code are The |
| ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released |
| ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version |
| ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X |
| ** Window System(R) (Version 1.3), released October 19, 1998. This software |
| ** was created using the OpenGL(R) version 1.2.1 Sample Implementation |
| ** published by SGI, but has not been independently verified as being |
| ** compliant with the OpenGL(R) version 1.2.1 Specification. |
| ** |
| */ |
| /* |
| ** Author: Eric Veach, July 1994. |
| ** |
| ** $Date$ $Revision$ |
| ** $Header: //depot/main/gfx/lib/glu/libtess/render.c#5 $ |
| */ |
| |
| #include "gluos.h" |
| #include <assert.h> |
| #include <stddef.h> |
| #include "mesh.h" |
| #include "tess.h" |
| #include "render.h" |
| |
| #define TRUE 1 |
| #define FALSE 0 |
| |
| /* This structure remembers the information we need about a primitive |
| * to be able to render it later, once we have determined which |
| * primitive is able to use the most triangles. |
| */ |
| struct FaceCount { |
| long size; /* number of triangles used */ |
| GLUhalfEdge *eStart; /* edge where this primitive starts */ |
| void (*render)(GLUtesselator *, GLUhalfEdge *, long); |
| /* routine to render this primitive */ |
| }; |
| |
| static struct FaceCount MaximumFan( GLUhalfEdge *eOrig ); |
| static struct FaceCount MaximumStrip( GLUhalfEdge *eOrig ); |
| |
| static void RenderFan( GLUtesselator *tess, GLUhalfEdge *eStart, long size ); |
| static void RenderStrip( GLUtesselator *tess, GLUhalfEdge *eStart, long size ); |
| static void RenderTriangle( GLUtesselator *tess, GLUhalfEdge *eStart, |
| long size ); |
| |
| static void RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig ); |
| static void RenderLonelyTriangles( GLUtesselator *tess, GLUface *head ); |
| |
| |
| |
| /************************ Strips and Fans decomposition ******************/ |
| |
| /* __gl_renderMesh( tess, mesh ) takes a mesh and breaks it into triangle |
| * fans, strips, and separate triangles. A substantial effort is made |
| * to use as few rendering primitives as possible (ie. to make the fans |
| * and strips as large as possible). |
| * |
| * The rendering output is provided as callbacks (see the api). |
| */ |
| void __gl_renderMesh( GLUtesselator *tess, GLUmesh *mesh ) |
| { |
| GLUface *f; |
| |
| /* Make a list of separate triangles so we can render them all at once */ |
| tess->lonelyTriList = NULL; |
| |
| for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) { |
| f->marked = FALSE; |
| } |
| for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) { |
| |
| /* We examine all faces in an arbitrary order. Whenever we find |
| * an unprocessed face F, we output a group of faces including F |
| * whose size is maximum. |
| */ |
| if( f->inside && ! f->marked ) { |
| RenderMaximumFaceGroup( tess, f ); |
| assert( f->marked ); |
| } |
| } |
| if( tess->lonelyTriList != NULL ) { |
| RenderLonelyTriangles( tess, tess->lonelyTriList ); |
| tess->lonelyTriList = NULL; |
| } |
| } |
| |
| |
| static void RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig ) |
| { |
| /* We want to find the largest triangle fan or strip of unmarked faces |
| * which includes the given face fOrig. There are 3 possible fans |
| * passing through fOrig (one centered at each vertex), and 3 possible |
| * strips (one for each CCW permutation of the vertices). Our strategy |
| * is to try all of these, and take the primitive which uses the most |
| * triangles (a greedy approach). |
| */ |
| GLUhalfEdge *e = fOrig->anEdge; |
| struct FaceCount max, newFace; |
| |
| max.size = 1; |
| max.eStart = e; |
| max.render = &RenderTriangle; |
| |
| if( ! tess->flagBoundary ) { |
| newFace = MaximumFan( e ); if( newFace.size > max.size ) { max = newFace; } |
| newFace = MaximumFan( e->Lnext ); if( newFace.size > max.size ) { max = newFace; } |
| newFace = MaximumFan( e->Lprev ); if( newFace.size > max.size ) { max = newFace; } |
| |
| newFace = MaximumStrip( e ); if( newFace.size > max.size ) { max = newFace; } |
| newFace = MaximumStrip( e->Lnext ); if( newFace.size > max.size ) { max = newFace; } |
| newFace = MaximumStrip( e->Lprev ); if( newFace.size > max.size ) { max = newFace; } |
| } |
| (*(max.render))( tess, max.eStart, max.size ); |
| } |
| |
| |
| /* Macros which keep track of faces we have marked temporarily, and allow |
| * us to backtrack when necessary. With triangle fans, this is not |
| * really necessary, since the only awkward case is a loop of triangles |
| * around a single origin vertex. However with strips the situation is |
| * more complicated, and we need a general tracking method like the |
| * one here. |
| */ |
| #define Marked(f) (! (f)->inside || (f)->marked) |
| |
| #define AddToTrail(f,t) ((f)->trail = (t), (t) = (f), (f)->marked = TRUE) |
| |
| #define FreeTrail(t) do { \ |
| while( (t) != NULL ) { \ |
| (t)->marked = FALSE; t = (t)->trail; \ |
| } \ |
| } while(0) /* absorb trailing semicolon */ |
| |
| |
| |
| static struct FaceCount MaximumFan( GLUhalfEdge *eOrig ) |
| { |
| /* eOrig->Lface is the face we want to render. We want to find the size |
| * of a maximal fan around eOrig->Org. To do this we just walk around |
| * the origin vertex as far as possible in both directions. |
| */ |
| struct FaceCount newFace = { 0, NULL, &RenderFan }; |
| GLUface *trail = NULL; |
| GLUhalfEdge *e; |
| |
| for( e = eOrig; ! Marked( e->Lface ); e = e->Onext ) { |
| AddToTrail( e->Lface, trail ); |
| ++newFace.size; |
| } |
| for( e = eOrig; ! Marked( e->Rface ); e = e->Oprev ) { |
| AddToTrail( e->Rface, trail ); |
| ++newFace.size; |
| } |
| newFace.eStart = e; |
| /*LINTED*/ |
| FreeTrail( trail ); |
| return newFace; |
| } |
| |
| |
| #define IsEven(n) (((n) & 1) == 0) |
| |
| static struct FaceCount MaximumStrip( GLUhalfEdge *eOrig ) |
| { |
| /* Here we are looking for a maximal strip that contains the vertices |
| * eOrig->Org, eOrig->Dst, eOrig->Lnext->Dst (in that order or the |
| * reverse, such that all triangles are oriented CCW). |
| * |
| * Again we walk forward and backward as far as possible. However for |
| * strips there is a twist: to get CCW orientations, there must be |
| * an *even* number of triangles in the strip on one side of eOrig. |
| * We walk the strip starting on a side with an even number of triangles; |
| * if both side have an odd number, we are forced to shorten one side. |
| */ |
| struct FaceCount newFace = { 0, NULL, &RenderStrip }; |
| long headSize = 0, tailSize = 0; |
| GLUface *trail = NULL; |
| GLUhalfEdge *e, *eTail, *eHead; |
| |
| for( e = eOrig; ! Marked( e->Lface ); ++tailSize, e = e->Onext ) { |
| AddToTrail( e->Lface, trail ); |
| ++tailSize; |
| e = e->Dprev; |
| if( Marked( e->Lface )) break; |
| AddToTrail( e->Lface, trail ); |
| } |
| eTail = e; |
| |
| for( e = eOrig; ! Marked( e->Rface ); ++headSize, e = e->Dnext ) { |
| AddToTrail( e->Rface, trail ); |
| ++headSize; |
| e = e->Oprev; |
| if( Marked( e->Rface )) break; |
| AddToTrail( e->Rface, trail ); |
| } |
| eHead = e; |
| |
| newFace.size = tailSize + headSize; |
| if( IsEven( tailSize )) { |
| newFace.eStart = eTail->Sym; |
| } else if( IsEven( headSize )) { |
| newFace.eStart = eHead; |
| } else { |
| /* Both sides have odd length, we must shorten one of them. In fact, |
| * we must start from eHead to guarantee inclusion of eOrig->Lface. |
| */ |
| --newFace.size; |
| newFace.eStart = eHead->Onext; |
| } |
| /*LINTED*/ |
| FreeTrail( trail ); |
| return newFace; |
| } |
| |
| |
| static void RenderTriangle( GLUtesselator *tess, GLUhalfEdge *e, long size ) |
| { |
| /* Just add the triangle to a triangle list, so we can render all |
| * the separate triangles at once. |
| */ |
| assert( size == 1 ); |
| AddToTrail( e->Lface, tess->lonelyTriList ); |
| } |
| |
| |
| static void RenderLonelyTriangles( GLUtesselator *tess, GLUface *f ) |
| { |
| /* Now we render all the separate triangles which could not be |
| * grouped into a triangle fan or strip. |
| */ |
| GLUhalfEdge *e; |
| int newState; |
| int edgeState = -1; /* force edge state output for first vertex */ |
| |
| CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLES ); |
| |
| for( ; f != NULL; f = f->trail ) { |
| /* Loop once for each edge (there will always be 3 edges) */ |
| |
| e = f->anEdge; |
| do { |
| if( tess->flagBoundary ) { |
| /* Set the "edge state" to TRUE just before we output the |
| * first vertex of each edge on the polygon boundary. |
| */ |
| newState = ! e->Rface->inside; |
| if( edgeState != newState ) { |
| edgeState = newState; |
| CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA( edgeState ); |
| } |
| } |
| CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); |
| |
| e = e->Lnext; |
| } while( e != f->anEdge ); |
| } |
| CALL_END_OR_END_DATA(); |
| } |
| |
| |
| static void RenderFan( GLUtesselator *tess, GLUhalfEdge *e, long size ) |
| { |
| /* Render as many CCW triangles as possible in a fan starting from |
| * edge "e". The fan *should* contain exactly "size" triangles |
| * (otherwise we've goofed up somewhere). |
| */ |
| CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLE_FAN ); |
| CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); |
| CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data ); |
| |
| while( ! Marked( e->Lface )) { |
| e->Lface->marked = TRUE; |
| --size; |
| e = e->Onext; |
| CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data ); |
| } |
| |
| assert( size == 0 ); |
| CALL_END_OR_END_DATA(); |
| } |
| |
| |
| static void RenderStrip( GLUtesselator *tess, GLUhalfEdge *e, long size ) |
| { |
| /* Render as many CCW triangles as possible in a strip starting from |
| * edge "e". The strip *should* contain exactly "size" triangles |
| * (otherwise we've goofed up somewhere). |
| */ |
| CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLE_STRIP ); |
| CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); |
| CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data ); |
| |
| while( ! Marked( e->Lface )) { |
| e->Lface->marked = TRUE; |
| --size; |
| e = e->Dprev; |
| CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); |
| if( Marked( e->Lface )) break; |
| |
| e->Lface->marked = TRUE; |
| --size; |
| e = e->Onext; |
| CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data ); |
| } |
| |
| assert( size == 0 ); |
| CALL_END_OR_END_DATA(); |
| } |
| |
| |
| /************************ Boundary contour decomposition ******************/ |
| |
| /* __gl_renderBoundary( tess, mesh ) takes a mesh, and outputs one |
| * contour for each face marked "inside". The rendering output is |
| * provided as callbacks (see the api). |
| */ |
| void __gl_renderBoundary( GLUtesselator *tess, GLUmesh *mesh ) |
| { |
| GLUface *f; |
| GLUhalfEdge *e; |
| |
| for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) { |
| if( f->inside ) { |
| CALL_BEGIN_OR_BEGIN_DATA( GL_LINE_LOOP ); |
| e = f->anEdge; |
| do { |
| CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); |
| e = e->Lnext; |
| } while( e != f->anEdge ); |
| CALL_END_OR_END_DATA(); |
| } |
| } |
| } |
| |
| |
| /************************ Quick-and-dirty decomposition ******************/ |
| |
| #define SIGN_INCONSISTENT 2 |
| |
| static int ComputeNormal( GLUtesselator *tess, GLdouble norm[3], int check ) |
| /* |
| * If check==FALSE, we compute the polygon normal and place it in norm[]. |
| * If check==TRUE, we check that each triangle in the fan from v0 has a |
| * consistent orientation with respect to norm[]. If triangles are |
| * consistently oriented CCW, return 1; if CW, return -1; if all triangles |
| * are degenerate return 0; otherwise (no consistent orientation) return |
| * SIGN_INCONSISTENT. |
| */ |
| { |
| CachedVertex *v0 = tess->cache; |
| CachedVertex *vn = v0 + tess->cacheCount; |
| CachedVertex *vc; |
| GLdouble dot, xc, yc, zc, xp, yp, zp, n[3]; |
| int sign = 0; |
| |
| /* Find the polygon normal. It is important to get a reasonable |
| * normal even when the polygon is self-intersecting (eg. a bowtie). |
| * Otherwise, the computed normal could be very tiny, but perpendicular |
| * to the true plane of the polygon due to numerical noise. Then all |
| * the triangles would appear to be degenerate and we would incorrectly |
| * decompose the polygon as a fan (or simply not render it at all). |
| * |
| * We use a sum-of-triangles normal algorithm rather than the more |
| * efficient sum-of-trapezoids method (used in CheckOrientation() |
| * in normal.c). This lets us explicitly reverse the signed area |
| * of some triangles to get a reasonable normal in the self-intersecting |
| * case. |
| */ |
| if( ! check ) { |
| norm[0] = norm[1] = norm[2] = 0.0; |
| } |
| |
| vc = v0 + 1; |
| xc = vc->coords[0] - v0->coords[0]; |
| yc = vc->coords[1] - v0->coords[1]; |
| zc = vc->coords[2] - v0->coords[2]; |
| while( ++vc < vn ) { |
| xp = xc; yp = yc; zp = zc; |
| xc = vc->coords[0] - v0->coords[0]; |
| yc = vc->coords[1] - v0->coords[1]; |
| zc = vc->coords[2] - v0->coords[2]; |
| |
| /* Compute (vp - v0) cross (vc - v0) */ |
| n[0] = yp*zc - zp*yc; |
| n[1] = zp*xc - xp*zc; |
| n[2] = xp*yc - yp*xc; |
| |
| dot = n[0]*norm[0] + n[1]*norm[1] + n[2]*norm[2]; |
| if( ! check ) { |
| /* Reverse the contribution of back-facing triangles to get |
| * a reasonable normal for self-intersecting polygons (see above) |
| */ |
| if( dot >= 0 ) { |
| norm[0] += n[0]; norm[1] += n[1]; norm[2] += n[2]; |
| } else { |
| norm[0] -= n[0]; norm[1] -= n[1]; norm[2] -= n[2]; |
| } |
| } else if( dot != 0 ) { |
| /* Check the new orientation for consistency with previous triangles */ |
| if( dot > 0 ) { |
| if( sign < 0 ) return SIGN_INCONSISTENT; |
| sign = 1; |
| } else { |
| if( sign > 0 ) return SIGN_INCONSISTENT; |
| sign = -1; |
| } |
| } |
| } |
| return sign; |
| } |
| |
| /* __gl_renderCache( tess ) takes a single contour and tries to render it |
| * as a triangle fan. This handles convex polygons, as well as some |
| * non-convex polygons if we get lucky. |
| * |
| * Returns TRUE if the polygon was successfully rendered. The rendering |
| * output is provided as callbacks (see the api). |
| */ |
| GLboolean __gl_renderCache( GLUtesselator *tess ) |
| { |
| CachedVertex *v0 = tess->cache; |
| CachedVertex *vn = v0 + tess->cacheCount; |
| CachedVertex *vc; |
| GLdouble norm[3]; |
| int sign; |
| |
| if( tess->cacheCount < 3 ) { |
| /* Degenerate contour -- no output */ |
| return TRUE; |
| } |
| |
| norm[0] = tess->normal[0]; |
| norm[1] = tess->normal[1]; |
| norm[2] = tess->normal[2]; |
| if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) { |
| ComputeNormal( tess, norm, FALSE ); |
| } |
| |
| sign = ComputeNormal( tess, norm, TRUE ); |
| if( sign == SIGN_INCONSISTENT ) { |
| /* Fan triangles did not have a consistent orientation */ |
| return FALSE; |
| } |
| if( sign == 0 ) { |
| /* All triangles were degenerate */ |
| return TRUE; |
| } |
| |
| /* Make sure we do the right thing for each winding rule */ |
| switch( tess->windingRule ) { |
| case GLU_TESS_WINDING_ODD: |
| case GLU_TESS_WINDING_NONZERO: |
| break; |
| case GLU_TESS_WINDING_POSITIVE: |
| if( sign < 0 ) return TRUE; |
| break; |
| case GLU_TESS_WINDING_NEGATIVE: |
| if( sign > 0 ) return TRUE; |
| break; |
| case GLU_TESS_WINDING_ABS_GEQ_TWO: |
| return TRUE; |
| } |
| |
| CALL_BEGIN_OR_BEGIN_DATA( tess->boundaryOnly ? GL_LINE_LOOP |
| : (tess->cacheCount > 3) ? GL_TRIANGLE_FAN |
| : GL_TRIANGLES ); |
| |
| CALL_VERTEX_OR_VERTEX_DATA( v0->data ); |
| if( sign > 0 ) { |
| for( vc = v0+1; vc < vn; ++vc ) { |
| CALL_VERTEX_OR_VERTEX_DATA( vc->data ); |
| } |
| } else { |
| for( vc = vn-1; vc > v0; --vc ) { |
| CALL_VERTEX_OR_VERTEX_DATA( vc->data ); |
| } |
| } |
| CALL_END_OR_END_DATA(); |
| return TRUE; |
| } |