aboutsummaryrefslogtreecommitdiffstats
path: root/src/glu/mesa/tesselat.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/glu/mesa/tesselat.c')
-rw-r--r--src/glu/mesa/tesselat.c456
1 files changed, 456 insertions, 0 deletions
diff --git a/src/glu/mesa/tesselat.c b/src/glu/mesa/tesselat.c
new file mode 100644
index 00000000000..1e424c17ca7
--- /dev/null
+++ b/src/glu/mesa/tesselat.c
@@ -0,0 +1,456 @@
+/* $Id: tesselat.c,v 1.1 1999/08/19 00:55:42 jtg Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 2.4
+ * Copyright (C) 1995-1997 Brian Paul
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the Free
+ * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ */
+
+
+/*
+ * $Log: tesselat.c,v $
+ * Revision 1.1 1999/08/19 00:55:42 jtg
+ * Initial revision
+ *
+ * Revision 1.5 1997/07/24 01:28:44 brianp
+ * changed precompiled header symbol from PCH to PC_HEADER
+ *
+ * Revision 1.4 1997/05/28 02:29:38 brianp
+ * added support for precompiled headers (PCH), inserted APIENTRY keyword
+ *
+ * Revision 1.3 1997/02/17 17:24:58 brianp
+ * more tesselation changes (Randy Frank)
+ *
+ * Revision 1.2 1997/02/13 18:31:57 brianp
+ * fixed some numerical precision problems (Randy Frank)
+ *
+ * Revision 1.1 1996/09/27 01:19:39 brianp
+ * Initial revision
+ *
+ */
+
+
+/*
+ * This file is part of the polygon tesselation code contributed by
+ * Bogdan Sikorski
+ */
+
+
+#ifdef PC_HEADER
+#include "all.h"
+#else
+#include <stdlib.h>
+#include <math.h>
+#include "tess.h"
+#endif
+
+
+
+static GLboolean edge_flag;
+
+static void emit_triangle(GLUtriangulatorObj *, tess_vertex *,
+ tess_vertex *,tess_vertex *);
+
+static void emit_triangle_with_edge_flag(GLUtriangulatorObj *,
+ tess_vertex *,GLboolean,tess_vertex *,GLboolean,
+ tess_vertex *,GLboolean);
+
+static GLdouble twice_the_triangle_area(
+ tess_vertex *va,
+ tess_vertex *vb,
+ tess_vertex *vc)
+{
+ return (vb->x - va->x)*(vc->y - va->y) - (vb->y - va->y)*(vc->x - va->x);
+}
+
+static GLboolean left(
+ GLdouble A,
+ GLdouble B,
+ GLdouble C,
+ GLdouble x,
+ GLdouble y)
+{
+ if(A*x+B*y+C > -EPSILON)
+ return GL_TRUE;
+ else
+ return GL_FALSE;
+}
+
+static GLboolean right(
+ GLdouble A,
+ GLdouble B,
+ GLdouble C,
+ GLdouble x,
+ GLdouble y)
+{
+ if(A*x+B*y+C < EPSILON)
+ return GL_TRUE;
+ else
+ return GL_FALSE;
+}
+
+static GLint convex_ccw(
+ tess_vertex *va,
+ tess_vertex *vb,
+ tess_vertex *vc,
+ GLUtriangulatorObj *tobj)
+{
+ GLdouble d;
+
+ d = twice_the_triangle_area(va,vb,vc);
+
+ if (d > EPSILON ) {
+ return 1;
+ } else if (d < -EPSILON ) {
+ return 0;
+ } else {
+ return -1;
+ }
+}
+
+static GLint convex_cw(
+ tess_vertex *va,
+ tess_vertex *vb,
+ tess_vertex *vc,
+ GLUtriangulatorObj *tobj)
+{
+ GLdouble d;
+
+ d = twice_the_triangle_area(va,vb,vc);
+
+ if (d < -EPSILON ) {
+ return 1;
+ } else if (d > EPSILON ) {
+ return 0;
+ } else {
+ return -1;
+ }
+}
+
+static GLboolean diagonal_ccw(
+ tess_vertex *va,
+ tess_vertex *vb,
+ GLUtriangulatorObj *tobj,
+ tess_contour *contour)
+{
+ tess_vertex *vc=va->next , *vertex , *shadow_vertex;
+ struct
+ {
+ GLdouble A,B,C;
+ } ac,cb,ba;
+ GLdouble x,y;
+
+ GLint res = convex_ccw(va,vc,vb,tobj);
+ if (res == 0) return GL_FALSE;
+ if (res == -1) return GL_TRUE;
+
+ ba.A=vb->y - va->y;
+ ba.B=va->x - vb->x;
+ ba.C= -ba.A*va->x - ba.B*va->y;
+ ac.A=va->y - vc->y;
+ ac.B=vc->x - va->x;
+ ac.C= -ac.A*vc->x - ac.B*vc->y;
+ cb.A=vc->y - vb->y;
+ cb.B=vb->x - vc->x;
+ cb.C= -cb.A*vb->x - cb.B*vb->y;
+ for(vertex=vb->next;vertex!=va;vertex=vertex->next)
+ {
+ shadow_vertex=vertex->shadow_vertex;
+ if(shadow_vertex!=NULL &&
+ (shadow_vertex==va || shadow_vertex==vb || shadow_vertex==vc))
+ continue;
+ x=vertex->x;
+ y=vertex->y;
+ if(left(ba.A,ba.B,ba.C,x,y) &&
+ left(ac.A,ac.B,ac.C,x,y) &&
+ left(cb.A,cb.B,cb.C,x,y))
+ return GL_FALSE;
+ }
+ return GL_TRUE;
+}
+
+static GLboolean diagonal_cw(
+ tess_vertex *va,
+ tess_vertex *vb,
+ GLUtriangulatorObj *tobj,
+ tess_contour *contour)
+{
+ tess_vertex *vc=va->next , *vertex , *shadow_vertex;
+ struct
+ {
+ GLdouble A,B,C;
+ } ac,cb,ba;
+ GLdouble x,y;
+
+ GLint res = convex_cw(va,vc,vb,tobj);
+ if (res == 0) return GL_FALSE;
+ if (res == -1) return GL_TRUE;
+
+ ba.A=vb->y - va->y;
+ ba.B=va->x - vb->x;
+ ba.C= -ba.A*va->x - ba.B*va->y;
+ ac.A=va->y - vc->y;
+ ac.B=vc->x - va->x;
+ ac.C= -ac.A*vc->x - ac.B*vc->y;
+ cb.A=vc->y - vb->y;
+ cb.B=vb->x - vc->x;
+ cb.C= -cb.A*vb->x - cb.B*vb->y;
+ for(vertex=vb->next;vertex!=va;vertex=vertex->next)
+ {
+ shadow_vertex=vertex->shadow_vertex;
+ if(shadow_vertex!=NULL &&
+ (shadow_vertex==va || shadow_vertex==vb || shadow_vertex==vc))
+ continue;
+ x=vertex->x;
+ y=vertex->y;
+ if(right(ba.A,ba.B,ba.C,x,y) &&
+ right(ac.A,ac.B,ac.C,x,y) &&
+ right(cb.A,cb.B,cb.C,x,y))
+ return GL_FALSE;
+ }
+ return GL_TRUE;
+}
+
+static void clip_ear(
+ GLUtriangulatorObj *tobj,
+ tess_vertex *v,
+ tess_contour *contour)
+{
+ emit_triangle(tobj,v->previous,v,v->next);
+ /* the first in the list */
+ if(contour->vertices==v)
+ {
+ contour->vertices=v->next;
+ contour->last_vertex->next=v->next;
+ v->next->previous=contour->last_vertex;
+ }
+ else
+ /* the last ? */
+ if(contour->last_vertex==v)
+ {
+ contour->vertices->previous=v->previous;
+ v->previous->next=v->next;
+ contour->last_vertex=v->previous;
+ }
+ else
+ {
+ v->next->previous=v->previous;
+ v->previous->next=v->next;
+ }
+ free(v);
+ --(contour->vertex_cnt);
+}
+
+static void clip_ear_with_edge_flag(
+ GLUtriangulatorObj *tobj,
+ tess_vertex *v,
+ tess_contour *contour)
+{
+ emit_triangle_with_edge_flag(tobj,v->previous,v->previous->edge_flag,
+ v,v->edge_flag,v->next,GL_FALSE);
+ v->previous->edge_flag=GL_FALSE;
+ /* the first in the list */
+ if(contour->vertices==v)
+ {
+ contour->vertices=v->next;
+ contour->last_vertex->next=v->next;
+ v->next->previous=contour->last_vertex;
+ }
+ else
+ /* the last ? */
+ if(contour->last_vertex==v)
+ {
+ contour->vertices->previous=v->previous;
+ v->previous->next=v->next;
+ contour->last_vertex=v->previous;
+ }
+ else
+ {
+ v->next->previous=v->previous;
+ v->previous->next=v->next;
+ }
+ free(v);
+ --(contour->vertex_cnt);
+}
+
+static void triangulate_ccw(
+ GLUtriangulatorObj *tobj,
+ tess_contour *contour)
+{
+ tess_vertex *vertex;
+ GLuint vertex_cnt=contour->vertex_cnt;
+
+ while(vertex_cnt > 3)
+ {
+ vertex=contour->vertices;
+ while(diagonal_ccw(vertex,vertex->next->next,tobj,contour)==GL_FALSE &&
+ tobj->error==GLU_NO_ERROR)
+ vertex=vertex->next;
+ if(tobj->error!=GLU_NO_ERROR)
+ return;
+ clip_ear(tobj,vertex->next,contour);
+ --vertex_cnt;
+ }
+}
+
+static void triangulate_cw(
+ GLUtriangulatorObj *tobj,
+ tess_contour *contour)
+{
+ tess_vertex *vertex;
+ GLuint vertex_cnt=contour->vertex_cnt;
+
+ while(vertex_cnt > 3)
+ {
+ vertex=contour->vertices;
+ while(diagonal_cw(vertex,vertex->next->next,tobj,contour)==GL_FALSE &&
+ tobj->error==GLU_NO_ERROR)
+ vertex=vertex->next;
+ if(tobj->error!=GLU_NO_ERROR)
+ return;
+ clip_ear(tobj,vertex->next,contour);
+ --vertex_cnt;
+ }
+}
+
+static void triangulate_ccw_with_edge_flag(
+ GLUtriangulatorObj *tobj,
+ tess_contour *contour)
+{
+ tess_vertex *vertex;
+ GLuint vertex_cnt=contour->vertex_cnt;
+
+ while(vertex_cnt > 3)
+ {
+ vertex=contour->vertices;
+ while(diagonal_ccw(vertex,vertex->next->next,tobj,contour)==GL_FALSE &&
+ tobj->error==GLU_NO_ERROR)
+ vertex=vertex->next;
+ if(tobj->error!=GLU_NO_ERROR)
+ return;
+ clip_ear_with_edge_flag(tobj,vertex->next,contour);
+ --vertex_cnt;
+ }
+}
+
+static void triangulate_cw_with_edge_flag(
+ GLUtriangulatorObj *tobj,
+ tess_contour *contour)
+{
+ tess_vertex *vertex;
+ GLuint vertex_cnt=contour->vertex_cnt;
+
+ while(vertex_cnt > 3)
+ {
+ vertex=contour->vertices;
+ while(diagonal_cw(vertex,vertex->next->next,tobj,contour)==GL_FALSE &&
+ tobj->error==GLU_NO_ERROR)
+ vertex=vertex->next;
+ if(tobj->error!=GLU_NO_ERROR)
+ return;
+ clip_ear_with_edge_flag(tobj,vertex->next,contour);
+ --vertex_cnt;
+ }
+}
+
+void tess_tesselate(GLUtriangulatorObj *tobj)
+{
+ tess_contour *contour;
+
+ for(contour=tobj->contours;contour!=NULL;contour=contour->next)
+ {
+ if(contour->orientation==GLU_CCW) {
+ triangulate_ccw(tobj,contour);
+ } else {
+ triangulate_cw(tobj,contour);
+ }
+ if(tobj->error!=GLU_NO_ERROR)
+ return;
+
+ /* emit the last triangle */
+ emit_triangle(tobj,contour->vertices,contour->vertices->next,
+ contour->vertices->next->next);
+ }
+}
+
+void tess_tesselate_with_edge_flag(GLUtriangulatorObj *tobj)
+{
+ tess_contour *contour;
+
+ edge_flag=GL_TRUE;
+ /* first callback with edgeFlag set to GL_TRUE */
+ (tobj->callbacks.edgeFlag)(GL_TRUE);
+
+ for(contour=tobj->contours;contour!=NULL;contour=contour->next)
+ {
+ if(contour->orientation==GLU_CCW)
+ triangulate_ccw_with_edge_flag(tobj,contour);
+ else
+ triangulate_cw_with_edge_flag(tobj,contour);
+ if(tobj->error!=GLU_NO_ERROR)
+ return;
+ /* emit the last triangle */
+ emit_triangle_with_edge_flag(tobj,contour->vertices,
+ contour->vertices->edge_flag,contour->vertices->next,
+ contour->vertices->next->edge_flag,contour->vertices->next->next,
+ contour->vertices->next->next->edge_flag);
+ }
+}
+
+static void emit_triangle(
+ GLUtriangulatorObj *tobj,
+ tess_vertex *v1,
+ tess_vertex *v2,
+ tess_vertex *v3)
+{
+ (tobj->callbacks.begin)(GL_TRIANGLES);
+ (tobj->callbacks.vertex)(v1->data);
+ (tobj->callbacks.vertex)(v2->data);
+ (tobj->callbacks.vertex)(v3->data);
+ (tobj->callbacks.end)();
+}
+
+static void emit_triangle_with_edge_flag(
+ GLUtriangulatorObj *tobj,
+ tess_vertex *v1,
+ GLboolean edge_flag1,
+ tess_vertex *v2,
+ GLboolean edge_flag2,
+ tess_vertex *v3,
+ GLboolean edge_flag3)
+{
+ (tobj->callbacks.begin)(GL_TRIANGLES);
+ if(edge_flag1!=edge_flag)
+ {
+ edge_flag = (edge_flag==GL_TRUE ? GL_FALSE : GL_TRUE);
+ (tobj->callbacks.edgeFlag)(edge_flag);
+ }
+ (tobj->callbacks.vertex)(v1->data);
+ if(edge_flag2!=edge_flag)
+ {
+ edge_flag = (edge_flag==GL_TRUE ? GL_FALSE : GL_TRUE);
+ (tobj->callbacks.edgeFlag)(edge_flag);
+ }
+ (tobj->callbacks.vertex)(v2->data);
+ if(edge_flag3!=edge_flag)
+ {
+ edge_flag = (edge_flag==GL_TRUE ? GL_FALSE : GL_TRUE);
+ (tobj->callbacks.edgeFlag)(edge_flag);
+ }
+ (tobj->callbacks.vertex)(v3->data);
+ (tobj->callbacks.end)();
+}