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Geant4/externals/g4tools/include/tools/glutess/render

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Differences between /externals/g4tools/include/tools/glutess/render (Version 11.3.0) and /externals/g4tools/include/tools/glutess/render (Version 10.4.p1)


  1 // see license file for original license.         
  2                                                   
  3 #ifndef tools_glutess_render                      
  4 #define tools_glutess_render                      
  5                                                   
  6 #include "mesh"                                   
  7                                                   
  8 /* __gl_renderMesh( tess, mesh ) takes a mesh     
  9  * fans, strips, and separate triangles.  A su    
 10  * to use as few rendering primitives as possi    
 11  * and strips as large as possible).              
 12  *                                                
 13  * The rendering output is provided as callbac    
 14  */                                               
 15 //void __gl_renderMesh( GLUtesselator *tess, G    
 16 //void __gl_renderBoundary( GLUtesselator *tes    
 17                                                   
 18 //GLUboolean __gl_renderCache( GLUtesselator *    
 19                                                   
 20 //////////////////////////////////////////////    
 21 /// inlined C code : /////////////////////////    
 22 //////////////////////////////////////////////    
 23                                                   
 24 #include "_tess"                                  
 25                                                   
 26 /* This structure remembers the information we    
 27  * to be able to render it later, once we have    
 28  * primitive is able to use the most triangles    
 29  */                                               
 30 struct FaceCount {                                
 31   long    size;   /* number of triangles used     
 32   GLUhalfEdge *eStart;  /* edge where this pri    
 33   void    (*render)(GLUtesselator *, GLUhalfEd    
 34                                 /* routine to     
 35 };                                                
 36                                                   
 37 inline/*static*/ struct FaceCount static_Maxim    
 38 inline/*static*/ struct FaceCount static_Maxim    
 39                                                   
 40 inline/*static*/ void static_RenderFan( GLUtes    
 41 inline/*static*/ void static_RenderStrip( GLUt    
 42 inline/*static*/ void static_RenderTriangle( G    
 43           long size );                            
 44                                                   
 45 inline/*static*/ void static_RenderMaximumFace    
 46 inline/*static*/ void static_RenderLonelyTrian    
 47                                                   
 48                                                   
 49                                                   
 50 /************************ Strips and Fans deco    
 51                                                   
 52 /* __gl_renderMesh( tess, mesh ) takes a mesh     
 53  * fans, strips, and separate triangles.  A su    
 54  * to use as few rendering primitives as possi    
 55  * and strips as large as possible).              
 56  *                                                
 57  * The rendering output is provided as callbac    
 58  */                                               
 59 inline void __gl_renderMesh( GLUtesselator *te    
 60 {                                                 
 61   GLUface *f;                                     
 62                                                   
 63   /* Make a list of separate triangles so we c    
 64   tess->lonelyTriList = NULL;                     
 65                                                   
 66   for( f = mesh->fHead.next; f != &mesh->fHead    
 67     f->marked = TOOLS_GLU_FALSE;                  
 68   }                                               
 69   for( f = mesh->fHead.next; f != &mesh->fHead    
 70                                                   
 71     /* We examine all faces in an arbitrary or    
 72      * an unprocessed face F, we output a grou    
 73      * whose size is maximum.                     
 74      */                                           
 75     if( f->inside && ! f->marked ) {              
 76       static_RenderMaximumFaceGroup( tess, f )    
 77       assert( f->marked );                        
 78     }                                             
 79   }                                               
 80   if( tess->lonelyTriList != NULL ) {             
 81     static_RenderLonelyTriangles( tess, tess->    
 82     tess->lonelyTriList = NULL;                   
 83   }                                               
 84 }                                                 
 85                                                   
 86                                                   
 87 inline/*static*/ void static_RenderMaximumFace    
 88 {                                                 
 89   /* We want to find the largest triangle fan     
 90    * which includes the given face fOrig.  The    
 91    * passing through fOrig (one centered at ea    
 92    * strips (one for each CCW permutation of t    
 93    * is to try all of these, and take the prim    
 94    * triangles (a greedy approach).               
 95    */                                             
 96   GLUhalfEdge *e = fOrig->anEdge;                 
 97   struct FaceCount max, newFace;                  
 98                                                   
 99   max.size = 1;                                   
100   max.eStart = e;                                 
101   max.render = &static_RenderTriangle;            
102                                                   
103   if( ! tess->flagBoundary ) {                    
104     newFace = static_MaximumFan( e ); if( newF    
105     newFace = static_MaximumFan( e->Lnext ); i    
106     newFace = static_MaximumFan( e->Lprev ); i    
107                                                   
108     newFace = static_MaximumStrip( e ); if( ne    
109     newFace = static_MaximumStrip( e->Lnext );    
110     newFace = static_MaximumStrip( e->Lprev );    
111   }                                               
112   (*(max.render))( tess, max.eStart, max.size     
113 }                                                 
114                                                   
115                                                   
116 /* Macros which keep track of faces we have ma    
117  * us to backtrack when necessary.  With trian    
118  * really necessary, since the only awkward ca    
119  * around a single origin vertex.  However wit    
120  * more complicated, and we need a general tra    
121  * one here.                                      
122  */                                               
123 #define Marked(f) (! (f)->inside || (f)->marke    
124                                                   
125 #define AddToTrail(f,t) ((f)->trail = (t), (t)    
126                                                   
127 //#define FreeTrail(t)  if( 1 ) { while( (t) !    
128 #define FreeTrail(t)  do { while( (t) != NULL     
129                                                   
130 inline/*static*/ struct FaceCount static_Maxim    
131 {                                                 
132   /* eOrig->Lface is the face we want to rende    
133    * of a maximal fan around eOrig->Org.  To d    
134    * the origin vertex as far as possible in b    
135    */                                             
136   struct FaceCount newFace = { 0, NULL, &stati    
137   GLUface *trail = NULL;                          
138   GLUhalfEdge *e;                                 
139                                                   
140   for( e = eOrig; ! Marked( e->Lface ); e = e-    
141     AddToTrail( e->Lface, trail );                
142     ++newFace.size;                               
143   }                                               
144   for( e = eOrig; ! Marked( e->Rface ); e = e-    
145     AddToTrail( e->Rface, trail );                
146     ++newFace.size;                               
147   }                                               
148   newFace.eStart = e;                             
149   /*LINTED*/                                      
150   FreeTrail( trail );                             
151   return newFace;                                 
152 }                                                 
153                                                   
154                                                   
155 #define IsEven(n) (((n) & 1) == 0)                
156                                                   
157 inline/*static*/ struct FaceCount static_Maxim    
158 {                                                 
159   /* Here we are looking for a maximal strip t    
160    * eOrig->Org, eOrig->Dst, eOrig->Lnext->Dst    
161    * reverse, such that all triangles are orie    
162    *                                              
163    * Again we walk forward and backward as far    
164    * strips there is a twist: to get CCW orien    
165    * an *even* number of triangles in the stri    
166    * We walk the strip starting on a side with    
167    * if both side have an odd number, we are f    
168    */                                             
169   struct FaceCount newFace = { 0, NULL, &stati    
170   long headSize = 0, tailSize = 0;                
171   GLUface *trail = NULL;                          
172   GLUhalfEdge *e, *eTail, *eHead;                 
173                                                   
174   for( e = eOrig; ! Marked( e->Lface ); ++tail    
175     AddToTrail( e->Lface, trail );                
176     ++tailSize;                                   
177     e = e->Dprev;                                 
178     if( Marked( e->Lface )) break;                
179     AddToTrail( e->Lface, trail );                
180   }                                               
181   eTail = e;                                      
182                                                   
183   for( e = eOrig; ! Marked( e->Rface ); ++head    
184     AddToTrail( e->Rface, trail );                
185     ++headSize;                                   
186     e = e->Oprev;                                 
187     if( Marked( e->Rface )) break;                
188     AddToTrail( e->Rface, trail );                
189   }                                               
190   eHead = e;                                      
191                                                   
192   newFace.size = tailSize + headSize;             
193   if( IsEven( tailSize )) {                       
194     newFace.eStart = eTail->Sym;                  
195   } else if( IsEven( headSize )) {                
196     newFace.eStart = eHead;                       
197   } else {                                        
198     /* Both sides have odd length, we must sho    
199      * we must start from eHead to guarantee i    
200      */                                           
201     --newFace.size;                               
202     newFace.eStart = eHead->Onext;                
203   }                                               
204   /*LINTED*/                                      
205   FreeTrail( trail );                             
206   return newFace;                                 
207 }                                                 
208                                                   
209                                                   
210 inline/*static*/ void static_RenderTriangle( G    
211 {                                                 
212   /* Just add the triangle to a triangle list,    
213    * the separate triangles at once.              
214    */                                             
215   assert( size == 1 );                            
216   AddToTrail( e->Lface, tess->lonelyTriList );    
217   (void)size;                                     
218 }                                                 
219                                                   
220                                                   
221 inline/*static*/ void static_RenderLonelyTrian    
222 {                                                 
223   /* Now we render all the separate triangles     
224    * grouped into a triangle fan or strip.        
225    */                                             
226   GLUhalfEdge *e;                                 
227   int newState;                                   
228   int edgeState = -1; /* force edge state outp    
229                                                   
230   CALL_BEGIN_OR_BEGIN_DATA( GLU_TRIANGLES );      
231                                                   
232   for( ; f != NULL; f = f->trail ) {              
233     /* Loop once for each edge (there will alw    
234                                                   
235     e = f->anEdge;                                
236     do {                                          
237       if( tess->flagBoundary ) {                  
238   /* Set the "edge state" to TOOLS_GLU_TRUE ju    
239    * first vertex of each edge on the polygon     
240    */                                             
241   newState = ! e->Rface->inside;                  
242   if( edgeState != newState ) {                   
243     edgeState = newState;                         
244           CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA( ed    
245   }                                               
246       }                                           
247       CALL_VERTEX_OR_VERTEX_DATA( e->Org->data    
248                                                   
249       e = e->Lnext;                               
250     } while( e != f->anEdge );                    
251   }                                               
252   CALL_END_OR_END_DATA();                         
253 }                                                 
254                                                   
255                                                   
256 inline/*static*/ void static_RenderFan( GLUtes    
257 {                                                 
258   /* Render as many CCW triangles as possible     
259    * edge "e".  The fan *should* contain exact    
260    * (otherwise we've goofed up somewhere).       
261    */                                             
262   CALL_BEGIN_OR_BEGIN_DATA( GLU_TRIANGLE_FAN )    
263   CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );     
264   CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );     
265                                                   
266   while( ! Marked( e->Lface )) {                  
267     e->Lface->marked = TOOLS_GLU_TRUE;            
268     --size;                                       
269     e = e->Onext;                                 
270     CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data )    
271   }                                               
272                                                   
273   assert( size == 0 );                            
274   CALL_END_OR_END_DATA();                         
275   (void)size;                                     
276 }                                                 
277                                                   
278                                                   
279 inline/*static*/ void static_RenderStrip( GLUt    
280 {                                                 
281   /* Render as many CCW triangles as possible     
282    * edge "e".  The strip *should* contain exa    
283    * (otherwise we've goofed up somewhere).       
284    */                                             
285   CALL_BEGIN_OR_BEGIN_DATA( GLU_TRIANGLE_STRIP    
286   CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );     
287   CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );     
288                                                   
289   while( ! Marked( e->Lface )) {                  
290     e->Lface->marked = TOOLS_GLU_TRUE;            
291     --size;                                       
292     e = e->Dprev;                                 
293     CALL_VERTEX_OR_VERTEX_DATA( e->Org->data )    
294     if( Marked( e->Lface )) break;                
295                                                   
296     e->Lface->marked = TOOLS_GLU_TRUE;            
297     --size;                                       
298     e = e->Onext;                                 
299     CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data )    
300   }                                               
301                                                   
302   assert( size == 0 );                            
303   CALL_END_OR_END_DATA();                         
304   (void)size;                                     
305 }                                                 
306                                                   
307                                                   
308 /************************ Boundary contour dec    
309                                                   
310 /* __gl_renderBoundary( tess, mesh ) takes a m    
311  * contour for each face marked "inside".  The    
312  * provided as callbacks (see the api).           
313  */                                               
314 inline void __gl_renderBoundary( GLUtesselator    
315 {                                                 
316   GLUface *f;                                     
317   GLUhalfEdge *e;                                 
318                                                   
319   for( f = mesh->fHead.next; f != &mesh->fHead    
320     if( f->inside ) {                             
321       CALL_BEGIN_OR_BEGIN_DATA( GLU_LINE_LOOP     
322       e = f->anEdge;                              
323       do {                                        
324         CALL_VERTEX_OR_VERTEX_DATA( e->Org->da    
325   e = e->Lnext;                                   
326       } while( e != f->anEdge );                  
327       CALL_END_OR_END_DATA();                     
328     }                                             
329   }                                               
330 }                                                 
331                                                   
332                                                   
333 /************************ Quick-and-dirty deco    
334                                                   
335 //#define SIGN_INCONSISTENT 2                     
336 inline int SIGN_INCONSISTENT() {                  
337   static const int s_value = 2;                   
338   return s_value;                                 
339 }                                                 
340                                                   
341 inline/*static*/ int static_ComputeNormal( GLU    
342 /*                                                
343  * If check==TOOLS_GLU_FALSE, we compute the p    
344  * If check==TOOLS_GLU_TRUE, we check that eac    
345  * consistent orientation with respect to norm    
346  * consistently oriented CCW, return 1; if CW,    
347  * are degenerate return 0; otherwise (no cons    
348  * SIGN_INCONSISTENT.                             
349  */                                               
350 {                                                 
351   CachedVertex *v0 = tess->cache;                 
352   CachedVertex *vn = v0 + tess->cacheCount;       
353   CachedVertex *vc;                               
354   GLUdouble dot, xc, yc, zc, xp, yp, zp, n[3];    
355   int sign = 0;                                   
356                                                   
357   /* Find the polygon normal.  It is important    
358    * normal even when the polygon is self-inte    
359    * Otherwise, the computed normal could be v    
360    * to the true plane of the polygon due to n    
361    * the triangles would appear to be degenera    
362    * decompose the polygon as a fan (or simply    
363    *                                              
364    * We use a sum-of-triangles normal algorith    
365    * efficient sum-of-trapezoids method (used     
366    * in normal.c).  This lets us explicitly re    
367    * of some triangles to get a reasonable nor    
368    * case.                                        
369    */                                             
370   if( ! check ) {                                 
371     norm[0] = norm[1] = norm[2] = 0.0;            
372   }                                               
373                                                   
374   vc = v0 + 1;                                    
375   xc = vc->coords[0] - v0->coords[0];             
376   yc = vc->coords[1] - v0->coords[1];             
377   zc = vc->coords[2] - v0->coords[2];             
378   while( ++vc < vn ) {                            
379     xp = xc; yp = yc; zp = zc;                    
380     xc = vc->coords[0] - v0->coords[0];           
381     yc = vc->coords[1] - v0->coords[1];           
382     zc = vc->coords[2] - v0->coords[2];           
383                                                   
384     /* Compute (vp - v0) cross (vc - v0) */       
385     n[0] = yp*zc - zp*yc;                         
386     n[1] = zp*xc - xp*zc;                         
387     n[2] = xp*yc - yp*xc;                         
388                                                   
389     dot = n[0]*norm[0] + n[1]*norm[1] + n[2]*n    
390     if( ! check ) {                               
391       /* Reverse the contribution of back-faci    
392        * a reasonable normal for self-intersec    
393        */                                         
394       if( dot >= 0 ) {                            
395   norm[0] += n[0]; norm[1] += n[1]; norm[2] +=    
396       } else {                                    
397   norm[0] -= n[0]; norm[1] -= n[1]; norm[2] -=    
398       }                                           
399     } else if( dot != 0 ) {                       
400       /* Check the new orientation for consist    
401       if( dot > 0 ) {                             
402   if( sign < 0 ) return SIGN_INCONSISTENT();      
403   sign = 1;                                       
404       } else {                                    
405   if( sign > 0 ) return SIGN_INCONSISTENT();      
406   sign = -1;                                      
407       }                                           
408     }                                             
409   }                                               
410   return sign;                                    
411 }                                                 
412                                                   
413 /* __gl_renderCache( tess ) takes a single con    
414  * as a triangle fan.  This handles convex pol    
415  * non-convex polygons if we get lucky.           
416  *                                                
417  * Returns TOOLS_GLU_TRUE if the polygon was s    
418  * output is provided as callbacks (see the ap    
419  */                                               
420 inline GLUboolean __gl_renderCache( GLUtessela    
421 {                                                 
422   CachedVertex *v0 = tess->cache;                 
423   CachedVertex *vn = v0 + tess->cacheCount;       
424   CachedVertex *vc;                               
425   GLUdouble norm[3];                              
426   int sign;                                       
427                                                   
428   if( tess->cacheCount < 3 ) {                    
429     /* Degenerate contour -- no output */         
430     return TOOLS_GLU_TRUE;                        
431   }                                               
432                                                   
433   norm[0] = tess->normal[0];                      
434   norm[1] = tess->normal[1];                      
435   norm[2] = tess->normal[2];                      
436   if( norm[0] == 0 && norm[1] == 0 && norm[2]     
437     static_ComputeNormal( tess, norm, TOOLS_GL    
438   }                                               
439                                                   
440   sign = static_ComputeNormal( tess, norm, TOO    
441   if( sign == SIGN_INCONSISTENT() ) {             
442     /* Fan triangles did not have a consistent    
443     return TOOLS_GLU_FALSE;                       
444   }                                               
445   if( sign == 0 ) {                               
446     /* All triangles were degenerate */           
447     return TOOLS_GLU_TRUE;                        
448   }                                               
449                                                   
450   /* Make sure we do the right thing for each     
451   switch( tess->windingRule ) {                   
452   case GLU_TESS_WINDING_ODD:                      
453   case GLU_TESS_WINDING_NONZERO:                  
454     break;                                        
455   case GLU_TESS_WINDING_POSITIVE:                 
456     if( sign < 0 ) return TOOLS_GLU_TRUE;         
457     break;                                        
458   case GLU_TESS_WINDING_NEGATIVE:                 
459     if( sign > 0 ) return TOOLS_GLU_TRUE;         
460     break;                                        
461   case GLU_TESS_WINDING_ABS_GEQ_TWO:              
462     return TOOLS_GLU_TRUE;                        
463   }                                               
464                                                   
465   CALL_BEGIN_OR_BEGIN_DATA( tess->boundaryOnly    
466         : (tess->cacheCount > 3) ? GLU_TRIANGL    
467         : GLU_TRIANGLES );                        
468                                                   
469   CALL_VERTEX_OR_VERTEX_DATA( v0->data );         
470   if( sign > 0 ) {                                
471     for( vc = v0+1; vc < vn; ++vc ) {             
472       CALL_VERTEX_OR_VERTEX_DATA( vc->data );     
473     }                                             
474   } else {                                        
475     for( vc = vn-1; vc > v0; --vc ) {             
476       CALL_VERTEX_OR_VERTEX_DATA( vc->data );     
477     }                                             
478   }                                               
479   CALL_END_OR_END_DATA();                         
480   return TOOLS_GLU_TRUE;                          
481 }                                                 
482                                                   
483 #endif