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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 11.0.p2)


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