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ReactOS Development > Doxygentessmono.c
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00001 /* 00002 ** License Applicability. Except to the extent portions of this file are 00003 ** made subject to an alternative license as permitted in the SGI Free 00004 ** Software License B, Version 1.1 (the "License"), the contents of this 00005 ** file are subject only to the provisions of the License. You may not use 00006 ** this file except in compliance with the License. You may obtain a copy 00007 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 00008 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: 00009 ** 00010 ** http://oss.sgi.com/projects/FreeB 00011 ** 00012 ** Note that, as provided in the License, the Software is distributed on an 00013 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS 00014 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND 00015 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A 00016 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. 00017 ** 00018 ** Original Code. The Original Code is: OpenGL Sample Implementation, 00019 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, 00020 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. 00021 ** Copyright in any portions created by third parties is as indicated 00022 ** elsewhere herein. All Rights Reserved. 00023 ** 00024 ** Additional Notice Provisions: The application programming interfaces 00025 ** established by SGI in conjunction with the Original Code are The 00026 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released 00027 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version 00028 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X 00029 ** Window System(R) (Version 1.3), released October 19, 1998. This software 00030 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation 00031 ** published by SGI, but has not been independently verified as being 00032 ** compliant with the OpenGL(R) version 1.2.1 Specification. 00033 ** 00034 */ 00035 /* 00036 ** Author: Eric Veach, July 1994. 00037 ** 00038 ** $Date: 2007-10-19 23:21:45 +0000 (Fri, 19 Oct 2007) $ $Revision: 1.1 $ 00039 ** $Header: /cygdrive/c/RCVS/CVS/ReactOS/reactos/lib/glu32/libtess/tessmono.c,v 1.1 2004/02/02 16:39:15 navaraf Exp $ 00040 */ 00041 00042 #include "gluos.h" 00043 #include <stdlib.h> 00044 #include "geom.h" 00045 #include "mesh.h" 00046 #include "tessmono.h" 00047 #include <assert.h> 00048 00049 #define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \ 00050 eDst->Sym->winding += eSrc->Sym->winding) 00051 00052 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region 00053 * (what else would it do??) The region must consist of a single 00054 * loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this 00055 * case means that any vertical line intersects the interior of the 00056 * region in a single interval. 00057 * 00058 * Tessellation consists of adding interior edges (actually pairs of 00059 * half-edges), to split the region into non-overlapping triangles. 00060 * 00061 * The basic idea is explained in Preparata and Shamos (which I don''t 00062 * have handy right now), although their implementation is more 00063 * complicated than this one. The are two edge chains, an upper chain 00064 * and a lower chain. We process all vertices from both chains in order, 00065 * from right to left. 00066 * 00067 * The algorithm ensures that the following invariant holds after each 00068 * vertex is processed: the untessellated region consists of two 00069 * chains, where one chain (say the upper) is a single edge, and 00070 * the other chain is concave. The left vertex of the single edge 00071 * is always to the left of all vertices in the concave chain. 00072 * 00073 * Each step consists of adding the rightmost unprocessed vertex to one 00074 * of the two chains, and forming a fan of triangles from the rightmost 00075 * of two chain endpoints. Determining whether we can add each triangle 00076 * to the fan is a simple orientation test. By making the fan as large 00077 * as possible, we restore the invariant (check it yourself). 00078 */ 00079 int __gl_meshTessellateMonoRegion( GLUface *face ) 00080 { 00081 GLUhalfEdge *up, *lo; 00082 00083 /* All edges are oriented CCW around the boundary of the region. 00084 * First, find the half-edge whose origin vertex is rightmost. 00085 * Since the sweep goes from left to right, face->anEdge should 00086 * be close to the edge we want. 00087 */ 00088 up = face->anEdge; 00089 assert( up->Lnext != up && up->Lnext->Lnext != up ); 00090 00091 for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev ) 00092 ; 00093 for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext ) 00094 ; 00095 lo = up->Lprev; 00096 00097 while( up->Lnext != lo ) { 00098 if( VertLeq( up->Dst, lo->Org )) { 00099 /* up->Dst is on the left. It is safe to form triangles from lo->Org. 00100 * The EdgeGoesLeft test guarantees progress even when some triangles 00101 * are CW, given that the upper and lower chains are truly monotone. 00102 */ 00103 while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext ) 00104 || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) { 00105 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo ); 00106 if (tempHalfEdge == NULL) return 0; 00107 lo = tempHalfEdge->Sym; 00108 } 00109 lo = lo->Lprev; 00110 } else { 00111 /* lo->Org is on the left. We can make CCW triangles from up->Dst. */ 00112 while( lo->Lnext != up && (EdgeGoesRight( up->Lprev ) 00113 || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) { 00114 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev ); 00115 if (tempHalfEdge == NULL) return 0; 00116 up = tempHalfEdge->Sym; 00117 } 00118 up = up->Lnext; 00119 } 00120 } 00121 00122 /* Now lo->Org == up->Dst == the leftmost vertex. The remaining region 00123 * can be tessellated in a fan from this leftmost vertex. 00124 */ 00125 assert( lo->Lnext != up ); 00126 while( lo->Lnext->Lnext != up ) { 00127 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo ); 00128 if (tempHalfEdge == NULL) return 0; 00129 lo = tempHalfEdge->Sym; 00130 } 00131 00132 return 1; 00133 } 00134 00135 00136 /* __gl_meshTessellateInterior( mesh ) tessellates each region of 00137 * the mesh which is marked "inside" the polygon. Each such region 00138 * must be monotone. 00139 */ 00140 int __gl_meshTessellateInterior( GLUmesh *mesh ) 00141 { 00142 GLUface *f, *next; 00143 00144 /*LINTED*/ 00145 for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) { 00146 /* Make sure we don''t try to tessellate the new triangles. */ 00147 next = f->next; 00148 if( f->inside ) { 00149 if ( !__gl_meshTessellateMonoRegion( f ) ) return 0; 00150 } 00151 } 00152 00153 return 1; 00154 } 00155 00156 00157 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces 00158 * which are not marked "inside" the polygon. Since further mesh operations 00159 * on NULL faces are not allowed, the main purpose is to clean up the 00160 * mesh so that exterior loops are not represented in the data structure. 00161 */ 00162 void __gl_meshDiscardExterior( GLUmesh *mesh ) 00163 { 00164 GLUface *f, *next; 00165 00166 /*LINTED*/ 00167 for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) { 00168 /* Since f will be destroyed, save its next pointer. */ 00169 next = f->next; 00170 if( ! f->inside ) { 00171 __gl_meshZapFace( f ); 00172 } 00173 } 00174 } 00175 00176 #define MARKED_FOR_DELETION 0x7fffffff 00177 00178 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the 00179 * winding numbers on all edges so that regions marked "inside" the 00180 * polygon have a winding number of "value", and regions outside 00181 * have a winding number of 0. 00182 * 00183 * If keepOnlyBoundary is TRUE, it also deletes all edges which do not 00184 * separate an interior region from an exterior one. 00185 */ 00186 int __gl_meshSetWindingNumber( GLUmesh *mesh, int value, 00187 GLboolean keepOnlyBoundary ) 00188 { 00189 GLUhalfEdge *e, *eNext; 00190 00191 for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) { 00192 eNext = e->next; 00193 if( e->Rface->inside != e->Lface->inside ) { 00194 00195 /* This is a boundary edge (one side is interior, one is exterior). */ 00196 e->winding = (e->Lface->inside) ? value : -value; 00197 } else { 00198 00199 /* Both regions are interior, or both are exterior. */ 00200 if( ! keepOnlyBoundary ) { 00201 e->winding = 0; 00202 } else { 00203 if ( !__gl_meshDelete( e ) ) return 0; 00204 } 00205 } 00206 } 00207 return 1; 00208 } Generated on Sat May 26 2012 04:22:21 for ReactOS by
1.7.6.1
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