Edit

IABSD.fr/xenocara/lib/libGLU/src/libtess/render.c

Branch :

  • Show log

    Commit

  • Author : jsg
    Date : 2013-09-01 03:51:12
    Hash : 729f7da4
    Message : Update to GLU 9.0.0, GLU was previously part of Mesa but is now seperate. tested in a ports bulk build by landry@, ok matthieu@

  • lib/libGLU/src/libtess/render.c
  • /*
     * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
     * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
     *
     * Permission is hereby granted, free of charge, to any person obtaining a
     * copy of this software and associated documentation files (the "Software"),
     * to deal in the Software without restriction, including without limitation
     * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     * and/or sell copies of the Software, and to permit persons to whom the
     * Software is furnished to do so, subject to the following conditions:
     *
     * The above copyright notice including the dates of first publication and
     * either this permission notice or a reference to
     * http://oss.sgi.com/projects/FreeB/
     * shall be included in all copies or substantial portions of the Software.
     *
     * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
     * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
     * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
     * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     * SOFTWARE.
     *
     * Except as contained in this notice, the name of Silicon Graphics, Inc.
     * shall not be used in advertising or otherwise to promote the sale, use or
     * other dealings in this Software without prior written authorization from
     * Silicon Graphics, Inc.
     */
    /*
    ** Author: Eric Veach, July 1994.
    **
    */
    
    #include "gluos.h"
    #include <assert.h>
    #include <stddef.h>
    #include "mesh.h"
    #include "tess.h"
    #include "render.h"
    
    #ifndef TRUE
    #define TRUE 1
    #endif
    #ifndef FALSE
    #define FALSE 0
    #endif
    
    /* 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;
    }