498 lines
15 KiB
C
498 lines
15 KiB
C
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/*
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* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice including the dates of first publication and
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* either this permission notice or a reference to
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* http://oss.sgi.com/projects/FreeB/
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* shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Except as contained in this notice, the name of Silicon Graphics, Inc.
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* shall not be used in advertising or otherwise to promote the sale, use or
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* other dealings in this Software without prior written authorization from
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* Silicon Graphics, Inc.
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*/
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/*
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** Author: Eric Veach, July 1994.
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**
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*/
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#include <stdarg.h>
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#include <assert.h>
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#include "windef.h"
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#include "winbase.h"
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#include "mesh.h"
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#include "tess.h"
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/* This structure remembers the information we need about a primitive
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* to be able to render it later, once we have determined which
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* primitive is able to use the most triangles.
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*/
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struct FaceCount {
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long size; /* number of triangles used */
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GLUhalfEdge *eStart; /* edge where this primitive starts */
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void (*render)(GLUtesselator *, GLUhalfEdge *, long);
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/* routine to render this primitive */
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};
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static struct FaceCount MaximumFan( GLUhalfEdge *eOrig );
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static struct FaceCount MaximumStrip( GLUhalfEdge *eOrig );
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static void RenderFan( GLUtesselator *tess, GLUhalfEdge *eStart, long size );
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static void RenderStrip( GLUtesselator *tess, GLUhalfEdge *eStart, long size );
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static void RenderTriangle( GLUtesselator *tess, GLUhalfEdge *eStart,
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long size );
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static void RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig );
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static void RenderLonelyTriangles( GLUtesselator *tess, GLUface *head );
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/************************ Strips and Fans decomposition ******************/
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/* __gl_renderMesh( tess, mesh ) takes a mesh and breaks it into triangle
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* fans, strips, and separate triangles. A substantial effort is made
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* to use as few rendering primitives as possible (ie. to make the fans
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* and strips as large as possible).
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*
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* The rendering output is provided as callbacks (see the api).
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*/
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void __gl_renderMesh( GLUtesselator *tess, GLUmesh *mesh )
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{
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GLUface *f;
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/* Make a list of separate triangles so we can render them all at once */
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tess->lonelyTriList = NULL;
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for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
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f->marked = FALSE;
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}
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for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
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/* We examine all faces in an arbitrary order. Whenever we find
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* an unprocessed face F, we output a group of faces including F
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* whose size is maximum.
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*/
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if( f->inside && ! f->marked ) {
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RenderMaximumFaceGroup( tess, f );
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assert( f->marked );
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}
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}
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if( tess->lonelyTriList != NULL ) {
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RenderLonelyTriangles( tess, tess->lonelyTriList );
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tess->lonelyTriList = NULL;
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}
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}
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static void RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig )
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{
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/* We want to find the largest triangle fan or strip of unmarked faces
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* which includes the given face fOrig. There are 3 possible fans
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* passing through fOrig (one centered at each vertex), and 3 possible
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* strips (one for each CCW permutation of the vertices). Our strategy
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* is to try all of these, and take the primitive which uses the most
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* triangles (a greedy approach).
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*/
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GLUhalfEdge *e = fOrig->anEdge;
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struct FaceCount max, newFace;
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max.size = 1;
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max.eStart = e;
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max.render = &RenderTriangle;
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if( ! tess->flagBoundary ) {
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newFace = MaximumFan( e ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumFan( e->Lnext ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumFan( e->Lprev ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumStrip( e ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumStrip( e->Lnext ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumStrip( e->Lprev ); if( newFace.size > max.size ) { max = newFace; }
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}
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(*(max.render))( tess, max.eStart, max.size );
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}
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/* Macros which keep track of faces we have marked temporarily, and allow
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* us to backtrack when necessary. With triangle fans, this is not
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* really necessary, since the only awkward case is a loop of triangles
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* around a single origin vertex. However with strips the situation is
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* more complicated, and we need a general tracking method like the
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* one here.
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*/
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#define Marked(f) (! (f)->inside || (f)->marked)
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#define AddToTrail(f,t) ((f)->trail = (t), (t) = (f), (f)->marked = TRUE)
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#define FreeTrail(t) do { \
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while( (t) != NULL ) { \
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(t)->marked = FALSE; t = (t)->trail; \
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} \
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} while(0) /* absorb trailing semicolon */
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static struct FaceCount MaximumFan( GLUhalfEdge *eOrig )
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{
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/* eOrig->Lface is the face we want to render. We want to find the size
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* of a maximal fan around eOrig->Org. To do this we just walk around
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* the origin vertex as far as possible in both directions.
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*/
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struct FaceCount newFace = { 0, NULL, &RenderFan };
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GLUface *trail = NULL;
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GLUhalfEdge *e;
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for( e = eOrig; ! Marked( e->Lface ); e = e->Onext ) {
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AddToTrail( e->Lface, trail );
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++newFace.size;
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}
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for( e = eOrig; ! Marked( e->Rface ); e = e->Oprev ) {
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AddToTrail( e->Rface, trail );
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++newFace.size;
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}
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newFace.eStart = e;
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/*LINTED*/
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FreeTrail( trail );
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return newFace;
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}
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#define IsEven(n) (((n) & 1) == 0)
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static struct FaceCount MaximumStrip( GLUhalfEdge *eOrig )
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{
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/* Here we are looking for a maximal strip that contains the vertices
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* eOrig->Org, eOrig->Dst, eOrig->Lnext->Dst (in that order or the
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* reverse, such that all triangles are oriented CCW).
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*
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* Again we walk forward and backward as far as possible. However for
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* strips there is a twist: to get CCW orientations, there must be
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* an *even* number of triangles in the strip on one side of eOrig.
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* We walk the strip starting on a side with an even number of triangles;
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* if both side have an odd number, we are forced to shorten one side.
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*/
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struct FaceCount newFace = { 0, NULL, &RenderStrip };
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long headSize = 0, tailSize = 0;
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GLUface *trail = NULL;
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GLUhalfEdge *e, *eTail, *eHead;
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for( e = eOrig; ! Marked( e->Lface ); ++tailSize, e = e->Onext ) {
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AddToTrail( e->Lface, trail );
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++tailSize;
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e = e->Dprev;
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if( Marked( e->Lface )) break;
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AddToTrail( e->Lface, trail );
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}
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eTail = e;
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for( e = eOrig; ! Marked( e->Rface ); ++headSize, e = e->Dnext ) {
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AddToTrail( e->Rface, trail );
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++headSize;
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e = e->Oprev;
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if( Marked( e->Rface )) break;
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AddToTrail( e->Rface, trail );
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}
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eHead = e;
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newFace.size = tailSize + headSize;
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if( IsEven( tailSize )) {
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newFace.eStart = eTail->Sym;
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} else if( IsEven( headSize )) {
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newFace.eStart = eHead;
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} else {
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/* Both sides have odd length, we must shorten one of them. In fact,
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* we must start from eHead to guarantee inclusion of eOrig->Lface.
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*/
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--newFace.size;
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newFace.eStart = eHead->Onext;
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}
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/*LINTED*/
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FreeTrail( trail );
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return newFace;
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}
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static void RenderTriangle( GLUtesselator *tess, GLUhalfEdge *e, long size )
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{
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/* Just add the triangle to a triangle list, so we can render all
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* the separate triangles at once.
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*/
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assert( size == 1 );
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AddToTrail( e->Lface, tess->lonelyTriList );
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}
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static void RenderLonelyTriangles( GLUtesselator *tess, GLUface *f )
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{
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/* Now we render all the separate triangles which could not be
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* grouped into a triangle fan or strip.
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*/
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GLUhalfEdge *e;
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int newState;
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int edgeState = -1; /* force edge state output for first vertex */
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CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLES );
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for( ; f != NULL; f = f->trail ) {
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/* Loop once for each edge (there will always be 3 edges) */
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e = f->anEdge;
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do {
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if( tess->flagBoundary ) {
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/* Set the "edge state" to TRUE just before we output the
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* first vertex of each edge on the polygon boundary.
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*/
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newState = ! e->Rface->inside;
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if( edgeState != newState ) {
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edgeState = newState;
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CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA( edgeState );
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}
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}
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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e = e->Lnext;
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} while( e != f->anEdge );
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}
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CALL_END_OR_END_DATA();
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}
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static void RenderFan( GLUtesselator *tess, GLUhalfEdge *e, long size )
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{
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/* Render as many CCW triangles as possible in a fan starting from
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* edge "e". The fan *should* contain exactly "size" triangles
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* (otherwise we've goofed up somewhere).
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*/
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CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLE_FAN );
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
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while( ! Marked( e->Lface )) {
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e->Lface->marked = TRUE;
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--size;
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e = e->Onext;
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CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
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}
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assert( size == 0 );
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CALL_END_OR_END_DATA();
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}
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static void RenderStrip( GLUtesselator *tess, GLUhalfEdge *e, long size )
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{
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/* Render as many CCW triangles as possible in a strip starting from
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* edge "e". The strip *should* contain exactly "size" triangles
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* (otherwise we've goofed up somewhere).
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*/
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CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLE_STRIP );
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
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while( ! Marked( e->Lface )) {
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e->Lface->marked = TRUE;
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--size;
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e = e->Dprev;
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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if( Marked( e->Lface )) break;
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e->Lface->marked = TRUE;
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--size;
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e = e->Onext;
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CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
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}
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assert( size == 0 );
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CALL_END_OR_END_DATA();
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}
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/************************ Boundary contour decomposition ******************/
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/* __gl_renderBoundary( tess, mesh ) takes a mesh, and outputs one
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* contour for each face marked "inside". The rendering output is
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* provided as callbacks (see the api).
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*/
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void __gl_renderBoundary( GLUtesselator *tess, GLUmesh *mesh )
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{
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GLUface *f;
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GLUhalfEdge *e;
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for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
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if( f->inside ) {
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CALL_BEGIN_OR_BEGIN_DATA( GL_LINE_LOOP );
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e = f->anEdge;
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do {
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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e = e->Lnext;
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} while( e != f->anEdge );
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CALL_END_OR_END_DATA();
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}
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}
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}
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/************************ Quick-and-dirty decomposition ******************/
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#define SIGN_INCONSISTENT 2
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static int ComputeNormal( GLUtesselator *tess, GLdouble norm[3], int check )
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/*
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* If check==FALSE, we compute the polygon normal and place it in norm[].
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* If check==TRUE, we check that each triangle in the fan from v0 has a
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* consistent orientation with respect to norm[]. If triangles are
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* consistently oriented CCW, return 1; if CW, return -1; if all triangles
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* are degenerate return 0; otherwise (no consistent orientation) return
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* SIGN_INCONSISTENT.
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*/
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{
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CachedVertex *v0 = tess->cache;
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CachedVertex *vn = v0 + tess->cacheCount;
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CachedVertex *vc;
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GLdouble dot, xc, yc, zc, xp, yp, zp, n[3];
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int sign = 0;
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/* Find the polygon normal. It is important to get a reasonable
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* normal even when the polygon is self-intersecting (eg. a bowtie).
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* Otherwise, the computed normal could be very tiny, but perpendicular
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* to the true plane of the polygon due to numerical noise. Then all
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* the triangles would appear to be degenerate and we would incorrectly
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* decompose the polygon as a fan (or simply not render it at all).
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*
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* We use a sum-of-triangles normal algorithm rather than the more
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* efficient sum-of-trapezoids method (used in CheckOrientation()
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* in normal.c). This lets us explicitly reverse the signed area
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* of some triangles to get a reasonable normal in the self-intersecting
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* case.
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*/
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if( ! check ) {
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norm[0] = norm[1] = norm[2] = 0.0;
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}
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vc = v0 + 1;
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xc = vc->coords[0] - v0->coords[0];
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yc = vc->coords[1] - v0->coords[1];
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zc = vc->coords[2] - v0->coords[2];
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while( ++vc < vn ) {
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xp = xc; yp = yc; zp = zc;
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xc = vc->coords[0] - v0->coords[0];
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yc = vc->coords[1] - v0->coords[1];
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zc = vc->coords[2] - v0->coords[2];
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/* Compute (vp - v0) cross (vc - v0) */
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n[0] = yp*zc - zp*yc;
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n[1] = zp*xc - xp*zc;
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n[2] = xp*yc - yp*xc;
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dot = n[0]*norm[0] + n[1]*norm[1] + n[2]*norm[2];
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if( ! check ) {
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/* 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;
|
||
|
}
|