windows-nt/Source/XPSP1/NT/multimedia/opengl/glu/libtri/triangul.c

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2020-09-26 03:20:57 -05:00
/**************************************************************************
* *
* Copyright (C) 1989, Silicon Graphics, Inc. *
* *
* These coded instructions, statements, and computer programs contain *
* unpublished proprietary information of Silicon Graphics, Inc., and *
* are protected by Federal copyright law. They may not be disclosed *
* to third parties or copied or duplicated in any form, in whole or *
* in part, without the prior written consent of Silicon Graphics, Inc. *
* *
**************************************************************************/
/* triangulate.c */
/* Derrick Burns - 1989 */
#include <glos.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "monotone.h"
#define do_out_vert(x,y) do_out_vertex(x, y)
#define EPSILON 0.0
static void do_out_begin( GLUtriangulatorObj *, GLenum );
static void do_out_edgeflag( GLUtriangulatorObj *, GLboolean );
static void do_out_vertex( GLUtriangulatorObj *, Vert * );
static void do_out_end( GLUtriangulatorObj * );
static void do_out_triangle( GLUtriangulatorObj *, Vert *, Vert *,
Vert * );
static void checkabove( GLUtriangulatorObj *, Vert *, Vert *, Vert *);
/*----------------------------------------------------------------------------
* init_triangulate - reinitialize triangulation data structures
*----------------------------------------------------------------------------
*/
void
__gl_init_triangulate( GLUtriangulatorObj *tobj, long nverts )
{
if( tobj->init ) {
if( nverts > tobj->vcount ) {
myfree( (char *)tobj->vdata );
tobj->vcount = nverts * 2;
tobj->vdata = (Vert **)
mymalloc( (unsigned int) tobj->vcount * sizeof(Vert *) );
}
} else {
tobj->init = 1;
tobj->vcount = nverts;
tobj->vdata = (Vert **)
mymalloc( (unsigned int) tobj->vcount * sizeof(Vert *) );
}
}
/*----------------------------------------------------------------------------
* clear_triangulate - free triangulation data structures
*----------------------------------------------------------------------------
*/
void
__gl_clear_triangulate( GLUtriangulatorObj *tobj )
{
if( tobj->init == 1 ) {
myfree( (char *) tobj->vdata );
tobj->init = 0;
}
}
/*----------------------------------------------------------------------------
* nextuppervert - find next vertex on upper chain
*----------------------------------------------------------------------------
*/
static Vert *
__gl_nextuppervert( GLUtriangulatorObj *tobj )
{
return (tobj->vtop == tobj->vlast || tobj->vbottom == tobj->vtop->prev)
? 0 : tobj->vtop->prev;
}
/*----------------------------------------------------------------------------
* nextlowervert - find next vertex on lower chain
*----------------------------------------------------------------------------
*/
static Vert *
__gl_nextlowervert( GLUtriangulatorObj *tobj )
{
return (tobj->vbottom == tobj->vlast || tobj->vtop == tobj->vbottom->next)
? 0 : tobj->vbottom->next;
}
/*----------------------------------------------------------------------------
* testccw - test if top three verts on stack make ccw_vert turn
*----------------------------------------------------------------------------
*/
static int
testccw( GLUtriangulatorObj *tobj ) /* tobj->lastedge == 1 */
{
float s0, t0, s1, t1, s2, t2;
float area;
s0 = tobj->vdata[tobj->vdatalast]->s;
t0 = tobj->vdata[tobj->vdatalast]->t;
s1 = tobj->vdata[tobj->vdatatop-1]->s;
t1 = tobj->vdata[tobj->vdatatop-1]->t;
s2 = tobj->vdata[tobj->vdatatop-2]->s;
t2 = tobj->vdata[tobj->vdatatop-2]->t;
area = s0*(t1-t2) - s1*(t0-t2) + s2*(t0-t1);
return (area < (float)-EPSILON) ? 0 : 1;
}
/*----------------------------------------------------------------------------
* testcw - test if top three verts on stack make cw turn
*----------------------------------------------------------------------------
*/
static int
testcw( GLUtriangulatorObj *tobj ) /* tobj->lastedge == 0 */
{
float s0, t0, s1, t1, s2, t2;
float area;
s0 = tobj->vdata[tobj->vdatalast]->s;
t0 = tobj->vdata[tobj->vdatalast]->t;
s1 = tobj->vdata[tobj->vdatatop-1]->s;
t1 = tobj->vdata[tobj->vdatatop-1]->t;
s2 = tobj->vdata[tobj->vdatatop-2]->s;
t2 = tobj->vdata[tobj->vdatatop-2]->t;
area = s0*(t1-t2) - s1*(t0-t2) + s2*(t0-t1);
return (area > (float)EPSILON) ? 0 : 1;
}
/*----------------------------------------------------------------------------
* pushvert - place vertex on stack
*----------------------------------------------------------------------------
*/
static void
pushvert( GLUtriangulatorObj *tobj, Vert *v )
{
++tobj->vdatatop;
assert( tobj->vdatatop < tobj->vcount );
tobj->vdata[tobj->vdatatop] = v;
}
/*----------------------------------------------------------------------------
* addedge - process new vertex
*----------------------------------------------------------------------------
*/
static void
addedge( GLUtriangulatorObj *tobj, Vert *v, long edge )
{
long i;
pushvert( tobj, v );
if( tobj->vdatatop < 2 ) {
tobj->lastedge = edge;
return;
}
tobj->vdatalast = tobj->vdatatop;
if( tobj->lastedge != edge ) {
if( tobj->lastedge == 1 ) {
if ( tobj->vdatalast-1 == 1 ) {
do_out_begin( tobj, GL_TRIANGLES );
} else {
do_out_begin( tobj, GL_TRIANGLE_FAN );
}
do_out_vert( tobj, tobj->vdata[tobj->vdatalast] );
for( i = tobj->vdatalast-1; i >= 1; i-- ) {
do_out_vert( tobj, tobj->vdata[i] );
}
tobj->vdatatop = tobj->vdatalast;
do_out_vert( tobj, tobj->vdata[0] );
do_out_end( tobj );
tobj->lastedge = 0;
} else {
if ( tobj->vdatalast-1 == 1 ) {
do_out_begin( tobj, GL_TRIANGLES );
} else {
do_out_begin( tobj, GL_TRIANGLE_FAN );
}
do_out_vert( tobj, tobj->vdata[tobj->vdatalast] );
do_out_vert( tobj, tobj->vdata[0]);
for( i = 1; i < tobj->vdatalast; i++ ) {
do_out_vert( tobj, tobj->vdata[i] );
}
tobj->vdatatop = tobj->vdatalast;
do_out_end( tobj );
tobj->lastedge = 1;
}
tobj->vdata[0] = tobj->vdata[tobj->vdatalast-1];
tobj->vdata[1] = tobj->vdata[tobj->vdatalast];
tobj->vdatatop = 1;
} else {
if( tobj->lastedge == 1 ) {
if( ! testccw( tobj ) ) return;
do {
tobj->vdatatop--;
} while( (tobj->vdatatop > 1) && testccw( tobj ) );
if ( tobj->vdatalast - tobj->vdatatop == 1 ) {
do_out_begin( tobj, GL_TRIANGLES );
} else {
do_out_begin( tobj, GL_TRIANGLE_FAN );
}
do_out_vert( tobj, tobj->vdata[tobj->vdatalast] );
do_out_vert( tobj, tobj->vdata[tobj->vdatalast-1] );
for( i = tobj->vdatalast-2; i >= tobj->vdatatop-1; i-- ) {
do_out_vert( tobj, tobj->vdata[i] );
}
do_out_end( tobj );
} else {
if( ! testcw( tobj ) ) return;
do {
tobj->vdatatop--;
} while( (tobj->vdatatop > 1) && testcw( tobj ) );
if ( tobj->vdatalast - tobj->vdatatop == 1 ) {
do_out_begin( tobj, GL_TRIANGLES );
} else {
do_out_begin( tobj, GL_TRIANGLE_FAN );
}
do_out_vert( tobj, tobj->vdata[tobj->vdatalast] );
for( i = tobj->vdatatop-1; i <= tobj->vdatalast-2; i++ ) {
do_out_vert( tobj, tobj->vdata[i] );
}
do_out_vert( tobj, tobj->vdata[tobj->vdatalast-1] );
do_out_end( tobj );
}
tobj->vdata[tobj->vdatatop] = tobj->vdata[tobj->vdatalast];
}
}
/*----------------------------------------------------------------------------
* triangulate - triangulate a monotone loop of vertices
*----------------------------------------------------------------------------
*/
void
__gl_triangulate( GLUtriangulatorObj *tobj, Vert *v, long count )
{
Vert *vnext;
__gl_init_triangulate( tobj, count );
tobj->vlast = __gl_last_vert( v );
tobj->vdatatop = -1;
pushvert( tobj, tobj->vbottom = tobj->vtop = __gl_first_vert( v ) );
tobj->vtop = __gl_nextuppervert( tobj );
tobj->vbottom = __gl_nextlowervert( tobj );
assert( tobj->vtop && tobj->vbottom );
while ( 1 ) {
if (tobj->vtop->s < tobj->vbottom->s) {
addedge( tobj, tobj->vtop, 1);
tobj->vtop = __gl_nextuppervert( tobj );
if (tobj->vtop == 0) {
while (tobj->vbottom) {
vnext = __gl_nextlowervert( tobj );
addedge( tobj, tobj->vbottom, (vnext ? 0 : 2 ) );
tobj->vbottom = vnext;
}
break;
}
} else {
addedge( tobj, tobj->vbottom, 0);
tobj->vbottom = __gl_nextlowervert( tobj );
if (tobj->vbottom == 0) {
while (tobj->vtop) {
vnext = __gl_nextuppervert( tobj );
addedge( tobj, tobj->vtop, (vnext ? 1 : 2 ) );
tobj->vtop = vnext;
}
break;
}
}
}
assert( tobj->vdatatop < 2 );
}
/*----------------------------------------------------------------------------
* triangulateloop - count vertices in loop and split into triangle meshes
*----------------------------------------------------------------------------
*/
void
__gl_triangulateloop( GLUtriangulatorObj *tobj, Vert *v )
{
short count = 0;
Vert *vl = v;
do {
count++;
v = v->next;
} while( v != vl );
__gl_triangulate( tobj, v, count );
}
static void
do_out_begin( GLUtriangulatorObj *tobj, GLenum what )
{
switch( what ) {
case GL_TRIANGLES:
tobj->tritype = GL_TRIANGLES;
tobj->saveCount = 0;
if (tobj->doingTriangles) return;
tobj->doingTriangles = 1;
break;
case GL_TRIANGLE_FAN:
case GL_TRIANGLE_STRIP:
if (tobj->edgeflag) {
/* We convert fans and strips into independent triangles because
** we can't set edge flags for fans and strips.
*/
tobj->tritype = what;
tobj->saveCount = 0;
tobj->reverse = GL_FALSE;
if (tobj->doingTriangles) return;
tobj->doingTriangles = 1;
/* Change "what" so we tell user we are doing GL_TRIANGLES */
what = GL_TRIANGLES;
} else {
/* So do_out_vertex() doesn't try to interpret anything */
tobj->tritype = -1;
if (tobj->doingTriangles) {
tobj->doingTriangles = 0;
do_out_end( tobj );
}
}
break;
}
if (*tobj->begin) {
(*tobj->begin)( what );
tobj->inBegin = GL_TRUE;
}
}
static void
do_out_vertex( GLUtriangulatorObj *tobj, Vert *vertex )
{
/*
** tobj->tritype is set to GL_TRIANGLE_FAN or GL_TRIANGLE_STRIP if this
** routine needs to interpret incoming vertices from these
** primitives and convert them into independent triangles.
** Otherwise, tobj->tritype is GL_TRIANGLES, and we just ship the
** vertex to the dispatcher.
*/
switch(tobj->tritype) {
case GL_TRIANGLE_FAN:
if (tobj->saveCount < 2) {
tobj->saved[tobj->saveCount] = vertex;
tobj->saveCount++;
return;
} else {
if (tobj->vertex) {
do_out_triangle( tobj, tobj->saved[0], tobj->saved[1], vertex);
tobj->saved[1] = vertex;
}
}
break;
case GL_TRIANGLE_STRIP:
if (tobj->saveCount < 2) {
tobj->saved[tobj->saveCount] = vertex;
tobj->saveCount++;
return;
} else {
if (!tobj->reverse) {
if (tobj->vertex) {
do_out_triangle( tobj, tobj->saved[0], tobj->saved[1],
vertex);
}
tobj->reverse = GL_TRUE;
} else {
if (tobj->vertex) {
do_out_triangle( tobj, tobj->saved[1], tobj->saved[0],
vertex);
}
tobj->reverse = GL_FALSE;
}
tobj->saved[0] = tobj->saved[1];
tobj->saved[1] = vertex;
}
break;
case GL_TRIANGLES:
if (tobj->saveCount < 2) {
tobj->saved[tobj->saveCount] = vertex;
tobj->saveCount++;
return;
} else {
do_out_triangle( tobj, tobj->saved[0], tobj->saved[1], vertex);
tobj->saveCount=0;
}
break;
default:
/* Pass it along, no interpretation */
if (tobj->vertex) {
(*tobj->vertex)( vertex->data );
}
break;
}
}
static void
do_out_triangle( GLUtriangulatorObj *tobj, Vert *v1, Vert *v2, Vert *v3 )
{
if (v1->nextid == v2->myid) {
do_out_edgeflag( tobj, GL_TRUE );
} else {
do_out_edgeflag( tobj, GL_FALSE );
}
if (tobj->vertex) {
(*tobj->vertex)( v1->data );
}
if (v2->nextid == v3->myid) {
do_out_edgeflag( tobj, GL_TRUE );
} else {
do_out_edgeflag( tobj, GL_FALSE );
}
if (tobj->vertex) {
(*tobj->vertex)( v2->data );
}
if (v3->nextid == v1->myid) {
do_out_edgeflag( tobj, GL_TRUE );
} else {
do_out_edgeflag( tobj, GL_FALSE );
}
if (tobj->vertex) {
(*tobj->vertex)( v3->data );
}
}
static void
do_out_edgeflag( GLUtriangulatorObj *tobj, GLboolean value )
{
if (value == tobj->currentEdgeFlag) return;
tobj->currentEdgeFlag = value;
if (tobj->edgeflag) {
(*tobj->edgeflag)(tobj->currentEdgeFlag);
}
}
static void
do_out_end( GLUtriangulatorObj *tobj )
{
if (tobj->doingTriangles) return;
if (tobj->end) {
(*tobj->end)();
tobj->inBegin = GL_FALSE;
}
}
void
__gl_cleanup( GLUtriangulatorObj *tobj )
{
if (tobj->inBegin) {
(*tobj->end)();
tobj->inBegin = GL_FALSE;
tobj->doingTriangles = 0;
}
}
void
__gl_checktriangulate( GLUtriangulatorObj *tobj, Vert *v )
{
Vert *vb, *vt, *vl;
vl = __gl_last_vert( v );
vb = vt = __gl_first_vert( v );
vb = vb->next;
vt = vt->prev;
if( vb == vt ) return;
while( 1 ) {
if( vt->s < vb->s ) {
checkabove( tobj, vt, vb->prev, vb );
vt = vt->prev;
if( vt == vl ) {
for( ; vb != vl; vb=vb->next )
checkabove( tobj, vb, vl, vl->next );
break;
}
} else {
checkabove( tobj, vb, vt, vt->next );
vb = vb->next;
if( vb == vl ) {
for( ; vt != vl; vt=vt->prev )
checkabove( tobj, vt, vl->prev, vl );
break;
}
}
}
}
static void
checkabove( GLUtriangulatorObj *tobj, Vert *v0, Vert *v1, Vert *v2 )
{
float area;
area = v0->s*(v1->t-v2->t) - v1->s*(v0->t-v2->t) + v2->s*(v0->t-v1->t);
if( area < (float)0 )
__gl_in_error( tobj, 8 );
}