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📄 render.c

📁 这是一个开放源代码的与WINNT/WIN2K/WIN2003兼容的操作系统
💻 C
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   * grouped into a triangle fan or strip.
   */
  GLUhalfEdge *e;
  int newState;
  int edgeState = -1;	/* force edge state output for first vertex */

  CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLES );

  for( ; f != NULL; f = f->trail ) {
    /* Loop once for each edge (there will always be 3 edges) */

    e = f->anEdge;
    do {
      if( tess->flagBoundary ) {
	/* Set the "edge state" to TRUE just before we output the
	 * first vertex of each edge on the polygon boundary.
	 */
	newState = ! e->Rface->inside;
	if( edgeState != newState ) {
	  edgeState = newState;
          CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA( edgeState );
	}
      }
      CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );

      e = e->Lnext;
    } while( e != f->anEdge );
  }
  CALL_END_OR_END_DATA();
}


static void RenderFan( GLUtesselator *tess, GLUhalfEdge *e, long size )
{
  /* Render as many CCW triangles as possible in a fan starting from
   * edge "e".  The fan *should* contain exactly "size" triangles
   * (otherwise we've goofed up somewhere).
   */
  CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLE_FAN ); 
  CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); 
  CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data ); 

  while( ! Marked( e->Lface )) {
    e->Lface->marked = TRUE;
    --size;
    e = e->Onext;
    CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data ); 
  }

  assert( size == 0 );
  CALL_END_OR_END_DATA();
}


static void RenderStrip( GLUtesselator *tess, GLUhalfEdge *e, long size )
{
  /* Render as many CCW triangles as possible in a strip starting from
   * edge "e".  The strip *should* contain exactly "size" triangles
   * (otherwise we've goofed up somewhere).
   */
  CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLE_STRIP );
  CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); 
  CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data ); 

  while( ! Marked( e->Lface )) {
    e->Lface->marked = TRUE;
    --size;
    e = e->Dprev;
    CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); 
    if( Marked( e->Lface )) break;

    e->Lface->marked = TRUE;
    --size;
    e = e->Onext;
    CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data ); 
  }

  assert( size == 0 );
  CALL_END_OR_END_DATA();
}


/************************ Boundary contour decomposition ******************/

/* __gl_renderBoundary( tess, mesh ) takes a mesh, and outputs one
 * contour for each face marked "inside".  The rendering output is
 * provided as callbacks (see the api).
 */
void __gl_renderBoundary( GLUtesselator *tess, GLUmesh *mesh )
{
  GLUface *f;
  GLUhalfEdge *e;

  for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
    if( f->inside ) {
      CALL_BEGIN_OR_BEGIN_DATA( GL_LINE_LOOP );
      e = f->anEdge;
      do {
        CALL_VERTEX_OR_VERTEX_DATA( e->Org->data ); 
	e = e->Lnext;
      } while( e != f->anEdge );
      CALL_END_OR_END_DATA();
    }
  }
}


/************************ Quick-and-dirty decomposition ******************/

#define SIGN_INCONSISTENT 2

static int ComputeNormal( GLUtesselator *tess, GLdouble norm[3], int check )
/*
 * If check==FALSE, we compute the polygon normal and place it in norm[].
 * If check==TRUE, we check that each triangle in the fan from v0 has a
 * consistent orientation with respect to norm[].  If triangles are
 * consistently oriented CCW, return 1; if CW, return -1; if all triangles
 * are degenerate return 0; otherwise (no consistent orientation) return
 * SIGN_INCONSISTENT.
 */
{
  CachedVertex *v0 = tess->cache;
  CachedVertex *vn = v0 + tess->cacheCount;
  CachedVertex *vc;
  GLdouble dot, xc, yc, zc, xp, yp, zp, n[3];
  int sign = 0;

  /* Find the polygon normal.  It is important to get a reasonable
   * normal even when the polygon is self-intersecting (eg. a bowtie).
   * Otherwise, the computed normal could be very tiny, but perpendicular
   * to the true plane of the polygon due to numerical noise.  Then all
   * the triangles would appear to be degenerate and we would incorrectly
   * decompose the polygon as a fan (or simply not render it at all).
   *
   * We use a sum-of-triangles normal algorithm rather than the more
   * efficient sum-of-trapezoids method (used in CheckOrientation()
   * in normal.c).  This lets us explicitly reverse the signed area
   * of some triangles to get a reasonable normal in the self-intersecting
   * case.
   */
  if( ! check ) {
    norm[0] = norm[1] = norm[2] = 0.0;
  }

  vc = v0 + 1;
  xc = vc->coords[0] - v0->coords[0];
  yc = vc->coords[1] - v0->coords[1];
  zc = vc->coords[2] - v0->coords[2];
  while( ++vc < vn ) {
    xp = xc; yp = yc; zp = zc;
    xc = vc->coords[0] - v0->coords[0];
    yc = vc->coords[1] - v0->coords[1];
    zc = vc->coords[2] - v0->coords[2];

    /* Compute (vp - v0) cross (vc - v0) */
    n[0] = yp*zc - zp*yc;
    n[1] = zp*xc - xp*zc;
    n[2] = xp*yc - yp*xc;

    dot = n[0]*norm[0] + n[1]*norm[1] + n[2]*norm[2];
    if( ! check ) {
      /* Reverse the contribution of back-facing triangles to get
       * a reasonable normal for self-intersecting polygons (see above)
       */
      if( dot >= 0 ) {
	norm[0] += n[0]; norm[1] += n[1]; norm[2] += n[2];
      } else {
	norm[0] -= n[0]; norm[1] -= n[1]; norm[2] -= n[2];
      }
    } else if( dot != 0 ) {
      /* Check the new orientation for consistency with previous triangles */
      if( dot > 0 ) {
	if( sign < 0 ) return SIGN_INCONSISTENT;
	sign = 1;
      } else {
	if( sign > 0 ) return SIGN_INCONSISTENT;
	sign = -1;
      }
    }
  }
  return sign;
}

/* __gl_renderCache( tess ) takes a single contour and tries to render it
 * as a triangle fan.  This handles convex polygons, as well as some
 * non-convex polygons if we get lucky.
 *
 * Returns TRUE if the polygon was successfully rendered.  The rendering
 * output is provided as callbacks (see the api).
 */
GLboolean __gl_renderCache( GLUtesselator *tess )
{
  CachedVertex *v0 = tess->cache;
  CachedVertex *vn = v0 + tess->cacheCount;
  CachedVertex *vc;
  GLdouble norm[3];
  int sign;

  if( tess->cacheCount < 3 ) {
    /* Degenerate contour -- no output */
    return TRUE;
  }

  norm[0] = tess->normal[0];
  norm[1] = tess->normal[1];
  norm[2] = tess->normal[2];
  if( norm[0] == 0 && norm[1] == 0 && norm[2] == 0 ) {
    ComputeNormal( tess, norm, FALSE );
  }

  sign = ComputeNormal( tess, norm, TRUE );
  if( sign == SIGN_INCONSISTENT ) {
    /* Fan triangles did not have a consistent orientation */
    return FALSE;
  }
  if( sign == 0 ) {
    /* All triangles were degenerate */
    return TRUE;
  }

  /* Make sure we do the right thing for each winding rule */
  switch( tess->windingRule ) {
  case GLU_TESS_WINDING_ODD:
  case GLU_TESS_WINDING_NONZERO:
    break;
  case GLU_TESS_WINDING_POSITIVE:
    if( sign < 0 ) return TRUE;
    break;
  case GLU_TESS_WINDING_NEGATIVE:
    if( sign > 0 ) return TRUE;
    break;
  case GLU_TESS_WINDING_ABS_GEQ_TWO:
    return TRUE;
  }

  CALL_BEGIN_OR_BEGIN_DATA( tess->boundaryOnly ? GL_LINE_LOOP
			  : (tess->cacheCount > 3) ? GL_TRIANGLE_FAN
			  : GL_TRIANGLES );

  CALL_VERTEX_OR_VERTEX_DATA( v0->data ); 
  if( sign > 0 ) {
    for( vc = v0+1; vc < vn; ++vc ) {
      CALL_VERTEX_OR_VERTEX_DATA( vc->data ); 
    }
  } else {
    for( vc = vn-1; vc > v0; --vc ) {
      CALL_VERTEX_OR_VERTEX_DATA( vc->data ); 
    }
  }
  CALL_END_OR_END_DATA();
  return TRUE;
}

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