OpenSceneGraph/include/osgUtil/Tesselator

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
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#ifndef OSGUTIL_Tesselator
#define OSGUTIL_Tesselator
#include <osg/Geometry>
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#include <osgUtil/Export>
#include <osg/GLU>
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#include <vector>
/* Win32 calling conventions. (or a least thats what the GLUT example tess.c uses.)*/
#ifndef CALLBACK
#define CALLBACK
#endif
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namespace osgUtil {
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/** A simple class for tessellating a single polygon boundary.
* Currently uses old style glu tessellation functions for portability.
* It be nice to use the modern glu tessellation functions or to find
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* a small set of code for doing this job better.*/
class OSGUTIL_EXPORT Tesselator
{
public:
Tesselator();
~Tesselator();
enum InputBoundaryDirection
{
CLOCK_WISE,
COUNTER_CLOCK_WISE
};
typedef std::vector<osg::Vec3*> VertexPointList;
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struct Prim : public osg::Referenced
{
Prim(GLenum mode):_mode(mode) {}
typedef std::vector<osg::Vec3*> VecList;
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GLenum _mode;
VecList _vertices;
};
void beginTesselation();
void beginContour();
void addVertex(osg::Vec3* vertex);
void endContour();
void endTesselation();
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typedef std::vector< osg::ref_ptr<Prim> > PrimList;
PrimList& getPrimList() { return _primList; }
void retesselatePolygons(osg::Geometry& geom);
void reset();
protected:
void begin(GLenum mode);
void vertex(osg::Vec3* vertex);
void combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4]);
void end();
void error(GLenum errorCode);
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static void CALLBACK beginCallback(GLenum which, void* userData);
static void CALLBACK vertexCallback(GLvoid *data, void* userData);
static void CALLBACK combineCallback(GLdouble coords[3], void* vertex_data[4],
GLfloat weight[4], void** outData,
void* useData);
static void CALLBACK endCallback(void* userData);
static void CALLBACK errorCallback(GLenum errorCode, void* userData);
struct Vec3d
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{
double _v[3];
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};
struct NewVertex
{
NewVertex():
_f1(0),
_v1(0),
_f2(0),
_v2(0),
_f3(0),
_v3(0),
_f4(0),
_v4(0) {}
NewVertex(const NewVertex& nv):
_f1(nv._f1),
_v1(nv._v1),
_f2(nv._f2),
_v2(nv._v2),
_f3(nv._f3),
_v3(nv._v3),
_f4(nv._f4),
_v4(nv._v4) {}
NewVertex(float f1,osg::Vec3* v1,
float f2,osg::Vec3* v2,
float f3,osg::Vec3* v3,
float f4,osg::Vec3* v4):
_f1(f1),
_v1(v1),
_f2(f2),
_v2(v2),
_f3(f3),
_v3(v3),
_f4(f4),
_v4(v4) {}
float _f1;
osg::Vec3* _v1;
float _f2;
osg::Vec3* _v2;
float _f3;
osg::Vec3* _v3;
float _f4;
osg::Vec3* _v4;
};
typedef std::map<osg::Vec3*,NewVertex> NewVertexList;
typedef std::vector<Vec3d*> Vec3dList;
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GLUtesselator* _tobj;
PrimList _primList;
Vec3dList _coordData;
NewVertexList _newVertexList;
GLenum _errorCode;
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};
}
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#endif