diff options
author | Gareth Hughes <[email protected]> | 2000-01-23 21:25:39 +0000 |
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committer | Gareth Hughes <[email protected]> | 2000-01-23 21:25:39 +0000 |
commit | 3b7a75a0cee57d298a222b049fbdfce43b30b99d (patch) | |
tree | d315c278f9301ee95ea93606a9a965c5441e34de /progs | |
parent | 35a2227547e072f1473a3c2d9c2cfc32462c6cc8 (diff) |
Merged 3.2 updates, namely combine callback for intersecting
contours.
Diffstat (limited to 'progs')
-rw-r--r-- | progs/demos/tessdemo.c | 97 |
1 files changed, 62 insertions, 35 deletions
diff --git a/progs/demos/tessdemo.c b/progs/demos/tessdemo.c index 7b3cf9e7025..327d5a9b2f9 100644 --- a/progs/demos/tessdemo.c +++ b/progs/demos/tessdemo.c @@ -1,4 +1,4 @@ -/* $Id: tessdemo.c,v 1.3 1999/11/04 04:00:42 gareth Exp $ */ +/* $Id: tessdemo.c,v 1.4 2000/01/23 21:25:39 gareth Exp $ */ /* * A demo of the GLU polygon tesselation functions written by Bogdan Sikorski. @@ -14,6 +14,13 @@ /* * $Log: tessdemo.c,v $ + * Revision 1.4 2000/01/23 21:25:39 gareth + * Merged 3.2 updates, namely combine callback for intersecting + * contours. + * + * Revision 1.3.2.1 1999/11/16 11:09:09 gareth + * Added combine callback. Converted vertices from ints to floats. + * * Revision 1.3 1999/11/04 04:00:42 gareth * Updated demo for new GLU 1.3 tessellation. Added optimized rendering * by saving the output of the tessellation into display lists. @@ -79,20 +86,20 @@ static GLfloat edge_color[3]; static struct { - GLint p[MAX_POINTS][2]; + GLfloat p[MAX_POINTS][2]; GLuint point_cnt; } contours[MAX_CONTOURS]; static struct { GLsizei no; - GLint p[3][2]; + GLfloat p[3][2]; GLclampf color[3][3]; } triangles[MAX_TRIANGLES]; -void GLCALLBACK my_error( GLenum err ) +void GLCALLBACK error_callback( GLenum err ) { int len, i; char const *str; @@ -146,22 +153,22 @@ void GLCALLBACK end_callback() triangles[i].color[0][1], triangles[i].color[0][2] ); - glVertex2i( triangles[i].p[0][0], triangles[i].p[0][1] ); - glVertex2i( triangles[i].p[1][0], triangles[i].p[1][1] ); + glVertex2f( triangles[i].p[0][0], triangles[i].p[0][1] ); + glVertex2f( triangles[i].p[1][0], triangles[i].p[1][1] ); glColor3f( triangles[i].color[1][0], triangles[i].color[1][1], triangles[i].color[1][2] ); - glVertex2i( triangles[i].p[1][0], triangles[i].p[1][1] ); - glVertex2i( triangles[i].p[2][0], triangles[i].p[2][1] ); + glVertex2f( triangles[i].p[1][0], triangles[i].p[1][1] ); + glVertex2f( triangles[i].p[2][0], triangles[i].p[2][1] ); glColor3f( triangles[i].color[2][0], triangles[i].color[2][1], triangles[i].color[2][2] ); - glVertex2i( triangles[i].p[2][0], triangles[i].p[2][1] ); - glVertex2i( triangles[i].p[0][0], triangles[i].p[0][1] ); + glVertex2f( triangles[i].p[2][0], triangles[i].p[2][1] ); + glVertex2f( triangles[i].p[0][0], triangles[i].p[0][1] ); } glEnd(); @@ -170,9 +177,9 @@ void GLCALLBACK end_callback() void GLCALLBACK vertex_callback( void *data ) { GLsizei no; - GLint *p; + GLfloat *p; - p = (GLint *) data; + p = (GLfloat *) data; no = triangles[triangle_cnt].no; triangles[triangle_cnt].p[no][0] = p[0]; @@ -190,6 +197,22 @@ void GLCALLBACK vertex_callback( void *data ) } } +void GLCALLBACK combine_callback( GLdouble coords[3], + GLdouble *vertex_data[4], + GLfloat weight[4], void **data ) +{ + GLfloat *vertex; + int i; + + vertex = (GLfloat *) malloc( 2 * sizeof(GLfloat) ); + + vertex[0] = (GLfloat) coords[0]; + vertex[1] = (GLfloat) coords[1]; + + *data = vertex; +} + + void set_screen_wh( GLsizei w, GLsizei h ) { width = w; @@ -208,10 +231,12 @@ void tesse( void ) if ( tobj != NULL ) { - gluTessCallback( tobj, GLU_BEGIN, glBegin ); - gluTessCallback( tobj, GLU_VERTEX, glVertex2iv ); - gluTessCallback( tobj, GLU_END, glEnd ); - gluTessCallback( tobj, GLU_ERROR, my_error ); + gluTessNormal( tobj, 0.0, 0.0, 1.0 ); + gluTessCallback( tobj, GLU_TESS_BEGIN, glBegin ); + gluTessCallback( tobj, GLU_TESS_VERTEX, glVertex2fv ); + gluTessCallback( tobj, GLU_TESS_END, glEnd ); + gluTessCallback( tobj, GLU_TESS_ERROR, error_callback ); + gluTessCallback( tobj, GLU_TESS_COMBINE, combine_callback ); glNewList( list_start, GL_COMPILE ); gluBeginPolygon( tobj ); @@ -233,10 +258,11 @@ void tesse( void ) gluEndPolygon( tobj ); glEndList(); - gluTessCallback( tobj, GLU_BEGIN, begin_callback ); - gluTessCallback( tobj, GLU_VERTEX, vertex_callback ); - gluTessCallback( tobj, GLU_END, end_callback ); - gluTessCallback( tobj, GLU_EDGE_FLAG, edge_callback ); +#if 0 + gluTessCallback( tobj, GLU_TESS_BEGIN, begin_callback ); + gluTessCallback( tobj, GLU_TESS_VERTEX, vertex_callback ); + gluTessCallback( tobj, GLU_TESS_END, end_callback ); + gluTessCallback( tobj, GLU_TESS_EDGE_FLAG, edge_callback ); glNewList( list_start + 1, GL_COMPILE ); gluBeginPolygon( tobj ); @@ -257,6 +283,7 @@ void tesse( void ) gluEndPolygon( tobj ); glEndList(); +#endif gluDeleteTess( tobj ); @@ -267,7 +294,7 @@ void tesse( void ) void left_down( int x1, int y1 ) { - GLint P[2]; + GLfloat P[2]; GLuint point_cnt; /* translate GLUT into GL coordinates */ @@ -284,13 +311,13 @@ void left_down( int x1, int y1 ) if ( point_cnt ) { - glVertex2iv( contours[contour_cnt].p[point_cnt-1] ); - glVertex2iv( P ); + glVertex2fv( contours[contour_cnt].p[point_cnt-1] ); + glVertex2fv( P ); } else { - glVertex2iv( P ); - glVertex2iv( P ); + glVertex2fv( P ); + glVertex2fv( P ); } glEnd(); @@ -311,8 +338,8 @@ void middle_down( int x1, int y1 ) { glBegin( GL_LINES ); - glVertex2iv( contours[contour_cnt].p[0] ); - glVertex2iv( contours[contour_cnt].p[point_cnt-1] ); + glVertex2fv( contours[contour_cnt].p[0] ); + glVertex2fv( contours[contour_cnt].p[point_cnt-1] ); contours[contour_cnt].p[point_cnt][0] = -1; @@ -383,24 +410,24 @@ void display( void ) case 0: break; case 1: - glVertex2iv( contours[i].p[0] ); - glVertex2iv( contours[i].p[0] ); + glVertex2fv( contours[i].p[0] ); + glVertex2fv( contours[i].p[0] ); break; case 2: - glVertex2iv( contours[i].p[0] ); - glVertex2iv( contours[i].p[1] ); + glVertex2fv( contours[i].p[0] ); + glVertex2fv( contours[i].p[1] ); break; default: --point_cnt; for ( j = 0 ; j < point_cnt ; j++ ) { - glVertex2iv( contours[i].p[j] ); - glVertex2iv( contours[i].p[j+1] ); + glVertex2fv( contours[i].p[j] ); + glVertex2fv( contours[i].p[j+1] ); } if ( contours[i].p[j+1][0] == -1 ) { - glVertex2iv( contours[i].p[0] ); - glVertex2iv( contours[i].p[j] ); + glVertex2fv( contours[i].p[0] ); + glVertex2fv( contours[i].p[j] ); } break; } |