1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437
| /*
** 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 <assert.h>
#include <stddef.h>
#include <gluos.h>
#include "mesh.h"
#include "render.h"
#include "tess.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;
} |
Partager