89f7726383
changed extensions from .c to .cpp and got compiling as C files as part of the osg core library. Updated and cleaned up the rest of the OSG to use the new internal GLU.
247 lines
8.6 KiB
C++
247 lines
8.6 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_Tessellator
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#define OSGUTIL_Tessellator
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#include <osg/Geometry>
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#include <osgUtil/Export>
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#include <osg/GLU>
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#include <vector>
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#ifndef CALLBACK
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/* Win32 calling conventions. (or a least thats what the GLUT example tess.c uses.)*/
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#define CALLBACK
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#endif
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namespace osgUtil {
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/** Originally a simple class for tessellating a single polygon boundary.
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* Using old style glu tessellation functions for portability.
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* Upgraded Jan 2004 to use the modern glu tessellation functions.*/
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class OSGUTIL_EXPORT Tessellator : public osg::Referenced
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{
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public:
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Tessellator();
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~Tessellator();
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/** The winding rule, see red book ch 11. */
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enum WindingType{
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TESS_WINDING_ODD = GLU_TESS_WINDING_ODD,
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TESS_WINDING_NONZERO = GLU_TESS_WINDING_NONZERO,
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TESS_WINDING_POSITIVE = GLU_TESS_WINDING_POSITIVE,
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TESS_WINDING_NEGATIVE = GLU_TESS_WINDING_NEGATIVE,
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TESS_WINDING_ABS_GEQ_TWO = GLU_TESS_WINDING_ABS_GEQ_TWO
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} ;
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/** we interpret all contours in the geometry as a single set to be tessellated or
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* each separate drawable's contours needs to be tessellated. */
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enum TessellationType {
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TESS_TYPE_GEOMETRY, // tessellate everything in the geometry object
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TESS_TYPE_DRAWABLE, // tessellate each polygon, triangles & quads drawables in geometry separately
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TESS_TYPE_POLYGONS // tessellate ONLY polygon drawables in geometry separately
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};
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/** Set and get tessellation request boundary only on/off */
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void setBoundaryOnly (const bool tt) { _boundaryOnly=tt;}
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inline bool getBoundaryOnly ( ) { return _boundaryOnly;}
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/** Set and get tessellation windong rule */
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void setWindingType (const WindingType wt) { _wtype=wt;}
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inline WindingType getWindingType ( ) { return _wtype;}
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/** Set and get tessellation type */
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void setTessellationType (const TessellationType tt) { _ttype=tt;}
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inline TessellationType getTessellationType ( ) { return _ttype;}
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/** Change the contours lists of the geometry into tessellated primitives (the
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* list of primitives in the original geometry is stored in the Tessellator for
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* possible re-use.
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* The name remains retessellatePolygons although it now handles trifans, strips, quads etc.
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* as well as Polygons so as to not break old codes relying on this function name. */
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void retessellatePolygons(osg::Geometry &cxgeom);
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/** Define the normal to the tessellated polygon - this provides a hint how to
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* tessellate the contours; see gluTessNormal in red book or man pages.
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* GWM July 2005. Can improve teselation
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* "For example, if you know that all polygons lie in the x-y plane,
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* call gluTessNormal(tess, 0.0, 0.0, 1.0) before rendering any polygons."
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*/
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void setTessellationNormal(const osg::Vec3 norm) { tessNormal=norm;}
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osg::Geometry::PrimitiveSetList getContours() { return _Contours;}
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typedef std::vector<osg::Vec3*> VertexPointList;
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struct Prim : public osg::Referenced
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{
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Prim(GLenum mode):_mode(mode) {}
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typedef std::vector<osg::Vec3*> VecList;
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GLenum _mode;
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VecList _vertices;
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};
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void beginTessellation();
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void beginContour();
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void addVertex(osg::Vec3* vertex);
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void endContour();
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void endTessellation();
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typedef std::vector< osg::ref_ptr<Prim> > PrimList;
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PrimList& getPrimList() { return _primList; }
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void reset();
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protected:
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/** remove unused parts of the array, eg for wehn retessellating
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* tessellation can introduce extra vertices for concave or crossing boundaries,
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* these will leak memory if not removed when retessellating. */
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void reduceArray(osg::Array * cold, const unsigned int nnu);
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void collectTessellation(osg::Geometry &cxgeom, unsigned int originalIndex);
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typedef std::map<osg::Vec3*,unsigned int> VertexPtrToIndexMap;
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void addContour(GLenum mode, unsigned int first, unsigned int last, osg::Vec3Array* vertices);
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void addContour(osg::PrimitiveSet* primitive, osg::Vec3Array* vertices);
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void handleNewVertices(osg::Geometry& geom,VertexPtrToIndexMap &vertexPtrToIndexMap);
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void begin(GLenum mode);
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void vertex(osg::Vec3* vertex);
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void combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4]);
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void end();
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void error(GLenum errorCode);
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static void CALLBACK beginCallback(GLenum which, void* userData);
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static void CALLBACK vertexCallback(GLvoid *data, void* userData);
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static void CALLBACK combineCallback(GLdouble coords[3], void* vertex_data[4],
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GLfloat weight[4], void** outData,
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void* useData);
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static void CALLBACK endCallback(void* userData);
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static void CALLBACK errorCallback(GLenum errorCode, void* userData);
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struct Vec3d
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{
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double _v[3];
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};
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struct NewVertex
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{
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NewVertex():
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_vpos(0),
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_f1(0),
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_v1(0),
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_f2(0),
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_v2(0),
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_f3(0),
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_v3(0),
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_f4(0),
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_v4(0) {}
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NewVertex(const NewVertex& nv):
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_vpos(nv._vpos),
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_f1(nv._f1),
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_v1(nv._v1),
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_f2(nv._f2),
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_v2(nv._v2),
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_f3(nv._f3),
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_v3(nv._v3),
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_f4(nv._f4),
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_v4(nv._v4) {}
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NewVertex(osg::Vec3* vx,
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float f1,osg::Vec3* v1,
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float f2,osg::Vec3* v2,
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float f3,osg::Vec3* v3,
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float f4,osg::Vec3* v4):
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_vpos(vx),
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_f1(f1),
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_v1(v1),
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_f2(f2),
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_v2(v2),
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_f3(f3),
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_v3(v3),
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_f4(f4),
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_v4(v4) {}
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osg::Vec3 *_vpos; // added gwm Jan 2004 the vertex coords s.t. NewVertex can be used in a std::vector
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float _f1;
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osg::Vec3* _v1;
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float _f2;
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osg::Vec3* _v2;
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float _f3;
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osg::Vec3* _v3;
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float _f4;
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osg::Vec3* _v4;
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};
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//change NewVertexList from std::map<osg::Vec3*,NewVertex> NewVertexList;
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// because this has undefined order of insertion for new vertices.
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// which occasionally corrupted the texture mapping.
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typedef std::vector<NewVertex> NewVertexList;
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typedef std::vector<Vec3d*> Vec3dList;
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GLUtesselator* _tobj;
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PrimList _primList;
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Vec3dList _coordData;
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NewVertexList _newVertexList;
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GLenum _errorCode;
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/** winding rule, which parts will become solid */
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WindingType _wtype;
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/** tessellation rule, which parts will become solid */
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TessellationType _ttype;
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bool _boundaryOnly; // see gluTessProperty - if true: make the boundary edges only.
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/** number of vertices that are part of the 'original' set of contours */
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unsigned int _numberVerts;
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/** List of primitives that define the contours */
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osg::Geometry::PrimitiveSetList _Contours;
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/** count number of primitives in a geometry to get right no. of norms/colurs etc for per_primitive attributes. */
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unsigned int _index;
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/** the gluTessNormal for tessellation hint */
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osg::Vec3 tessNormal;
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/** count of number of extra primitives added */
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unsigned int _extraPrimitives;
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};
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}
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#endif
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