/* ** Copyright 1994, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** Author: Eric Veach, July 1994. */ #include #include #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) if( 1 ) { \ while( (t) != NULL ) { \ (t)->marked = FALSE; t = (t)->trail; \ } \ } else /* 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( (GLboolean)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; }