#include #include #include #include using namespace osg; using namespace osgUtil; Tesselator::Tesselator() { _tobj = 0; _errorCode = 0; } Tesselator::~Tesselator() { if (_tobj) gluDeleteTess(_tobj); } void Tesselator::beginTesselation() { reset(); if (!_tobj) _tobj = gluNewTess(); gluTessCallback(_tobj, GLU_TESS_VERTEX_DATA, (GLvoid (CALLBACK*)()) vertexCallback); gluTessCallback(_tobj, GLU_TESS_BEGIN_DATA, (GLvoid (CALLBACK*)()) beginCallback); gluTessCallback(_tobj, GLU_TESS_END_DATA, (GLvoid (CALLBACK*)()) endCallback); gluTessCallback(_tobj, GLU_TESS_COMBINE_DATA,(GLvoid (CALLBACK*)()) combineCallback); gluTessCallback(_tobj, GLU_TESS_ERROR_DATA, (GLvoid (CALLBACK*)()) errorCallback); gluTessBeginPolygon(_tobj,this); } void Tesselator::beginContour() { if (_tobj) { gluTessBeginContour(_tobj); } } void Tesselator::addVertex(osg::Vec3* vertex) { if (_tobj) { Vec3d* data = new Vec3d; _coordData.push_back(data); (*data)._v[0]=(*vertex)[0]; (*data)._v[1]=(*vertex)[1]; (*data)._v[2]=(*vertex)[2]; gluTessVertex(_tobj,data->_v,vertex); } } void Tesselator::endContour() { if (_tobj) { gluTessEndContour(_tobj); } } void Tesselator::endTesselation() { if (_tobj) { gluTessEndPolygon(_tobj); gluDeleteTess(_tobj); _tobj = 0; if (_errorCode!=0) { const GLubyte *estring = gluErrorString((GLenum)_errorCode); osg::notify(osg::WARN)<<"Tessellation Error: "< void apply_imp(ARRAY& array,TYPE initialValue) { TYPE val = initialValue; if (_f1) val += static_cast(array[_i1] * _f1); if (_f2) val += static_cast(array[_i2] * _f2); if (_f3) val += static_cast(array[_i3] * _f3); if (_f4) val += static_cast(array[_i4] * _f4); array.push_back(val); } virtual void apply(osg::ByteArray& ba) { apply_imp(ba,GLbyte(0)); } virtual void apply(osg::ShortArray& ba) { apply_imp(ba,GLshort(0)); } virtual void apply(osg::IntArray& ba) { apply_imp(ba,GLint(0)); } virtual void apply(osg::UByteArray& ba) { apply_imp(ba,GLubyte(0)); } virtual void apply(osg::UShortArray& ba) { apply_imp(ba,GLushort(0)); } virtual void apply(osg::UIntArray& ba) { apply_imp(ba,GLuint(0)); } virtual void apply(osg::UByte4Array& ba) { apply_imp(ba,UByte4()); } virtual void apply(osg::FloatArray& ba) { apply_imp(ba,float(0)); } virtual void apply(osg::Vec2Array& ba) { apply_imp(ba,Vec2()); } virtual void apply(osg::Vec3Array& ba) { apply_imp(ba,Vec3()); } virtual void apply(osg::Vec4Array& ba) { apply_imp(ba,Vec4()); } }; void Tesselator::retesselatePolygons(osg::Geometry& geom) { Vec3Array* vertices = geom.getVertexArray(); if (!vertices || vertices->empty() || geom.getPrimitiveSetList().empty()) return; int noPrimitiveAtStart = geom.getPrimitiveSetList().size(); for(int primNo=0;primNogetMode()==osg::PrimitiveSet::POLYGON) { beginTesselation(); beginContour(); switch(primitive->getType()) { case(osg::PrimitiveSet::DrawArraysPrimitiveType): { osg::DrawArrays* drawArray = static_cast(primitive); unsigned int first = drawArray->getFirst(); unsigned int last = first+drawArray->getCount(); for(unsigned int i=first;i(primitive); for(osg::DrawElementsUByte::iterator indexItr=drawElements->begin(); indexItr!=drawElements->end(); ++indexItr) { addVertex(&((*vertices)[*indexItr])); } break; } case(osg::PrimitiveSet::DrawElementsUShortPrimitiveType): { osg::DrawElementsUShort* drawElements = static_cast(primitive); for(osg::DrawElementsUShort::iterator indexItr=drawElements->begin(); indexItr!=drawElements->end(); ++indexItr) { addVertex(&((*vertices)[*indexItr])); } break; } case(osg::PrimitiveSet::DrawElementsUIntPrimitiveType): { osg::DrawElementsUInt* drawElements = static_cast(primitive); for(osg::DrawElementsUInt::iterator indexItr=drawElements->begin(); indexItr!=drawElements->end(); ++indexItr) { addVertex(&((*vertices)[*indexItr])); } break; } default: break; } endContour(); endTesselation(); typedef std::map VertexPtrToIndexMap; VertexPtrToIndexMap vertexPtrToIndexMap; // populate the VertexPtrToIndexMap. for(unsigned int vi=0;visize();++vi) { vertexPtrToIndexMap[&((*vertices)[vi])] = vi; } if (!_newVertexList.empty()) { osg::Vec3Array* normals = NULL; if (geom.getNormalBinding()==osg::Geometry::BIND_PER_VERTEX) { normals = geom.getNormalArray(); } typedef std::vector ArrayList; ArrayList arrays; if (geom.getColorBinding()==osg::Geometry::BIND_PER_VERTEX) { arrays.push_back(geom.getColorArray()); } osg::Geometry::TexCoordArrayList& tcal = geom.getTexCoordArrayList(); for(osg::Geometry::TexCoordArrayList::iterator tcalItr=tcal.begin(); tcalItr!=tcal.end(); ++tcalItr) { if (tcalItr->first.valid()) { arrays.push_back(tcalItr->first.get()); } } // now add any new vertices that are required. for(NewVertexList::iterator itr=_newVertexList.begin(); itr!=_newVertexList.end(); ++itr) { osg::Vec3* vertex = itr->first; NewVertex& newVertex = itr->second; // assign vertex. vertexPtrToIndexMap[vertex]=vertices->size(); vertices->push_back(*vertex); // assign normals if (normals) { osg::Vec3 norm(0.0f,0.0f,0.0f); if (newVertex._v1) norm += (*normals)[vertexPtrToIndexMap[newVertex._v1]] * newVertex._f1; if (newVertex._v2) norm += (*normals)[vertexPtrToIndexMap[newVertex._v2]] * newVertex._f2; if (newVertex._v3) norm += (*normals)[vertexPtrToIndexMap[newVertex._v3]] * newVertex._f3; if (newVertex._v4) norm += (*normals)[vertexPtrToIndexMap[newVertex._v4]] * newVertex._f4; norm.normalize(); normals->push_back(norm); } if (!arrays.empty()) { InsertNewVertices inv(newVertex._f1,vertexPtrToIndexMap[newVertex._v1], newVertex._f2,vertexPtrToIndexMap[newVertex._v2], newVertex._f3,vertexPtrToIndexMap[newVertex._v3], newVertex._f4,vertexPtrToIndexMap[newVertex._v4]); // assign the rest of the attributes. for(ArrayList::iterator aItr=arrays.begin(); aItr!=arrays.end(); ++aItr) { (*aItr)->accept(inv); } } } } { osg::Vec3Array* normals = NULL; // GWM Sep 2002 - add normals for extra facets int iprim=0; if (geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE) { normals = geom.getNormalArray(); // GWM Sep 2002 } for(PrimList::iterator primItr=_primList.begin(); primItr!=_primList.end(); ++primItr) { Prim* prim = primItr->get(); osg::Vec3 norm(0.0f,0.0f,0.0f); osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(prim->_mode); for(Prim::VecList::iterator vitr=prim->_vertices.begin(); vitr!=prim->_vertices.end(); ++vitr) { elements->push_back(vertexPtrToIndexMap[*vitr]); } if (primItr==_primList.begin()) { // first new primitive so overwrite the previous polygon. geom.getPrimitiveSetList()[primNo] = elements; if (normals) { norm=(*normals)[iprim]; // GWM Sep 2002 the flat shaded normal } } else { // subsequence primitives add to the back of the primitive list. geom.addPrimitiveSet(elements); if (normals) normals->push_back(norm); // GWM Sep 2002 add flat shaded normal for new facet } iprim++; // GWM Sep 2002 count which normal we should use } } } } } void Tesselator::begin(GLenum mode) { _primList.push_back(new Prim(mode)); } void Tesselator::vertex(osg::Vec3* vertex) { if (!_primList.empty()) { Prim* prim = _primList.back().get(); prim->_vertices.push_back(vertex); } } void Tesselator::combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4]) { _newVertexList[vertex]=NewVertex(weight[0],(Vec3*)vertex_data[0], weight[1],(Vec3*)vertex_data[1], weight[2],(Vec3*)vertex_data[2], weight[3],(Vec3*)vertex_data[3]); } void Tesselator::end() { // no need to do anything right now... } void Tesselator::error(GLenum errorCode) { _errorCode = errorCode; } void CALLBACK Tesselator::beginCallback(GLenum which, void* userData) { ((Tesselator*)userData)->begin(which); } void CALLBACK Tesselator::endCallback(void* userData) { ((Tesselator*)userData)->end(); } void CALLBACK Tesselator::vertexCallback(GLvoid *data, void* userData) { ((Tesselator*)userData)->vertex((Vec3*)data); } void CALLBACK Tesselator::combineCallback(GLdouble coords[3], void* vertex_data[4], GLfloat weight[4], void** outData, void* userData) { Vec3* newData = new osg::Vec3(coords[0],coords[1],coords[2]); *outData = newData; ((Tesselator*)userData)->combine(newData,vertex_data,weight); } void CALLBACK Tesselator::errorCallback(GLenum errorCode, void* userData) { ((Tesselator*)userData)->error(errorCode); }