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📄 render.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. *//*** Author: Eric Veach, July 1994.**** $Date: 2001/03/17 00:25:41 $ $Revision: 1.1 $** $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libtess/render.c,v 1.1 2001/03/17 00:25:41 brianp Exp $*/#include "gluos.h"#include <assert.h>#include <stddef.h>#include "mesh.h"#include "tess.h"#include "render.h"#define TRUE 1#define FALSE 0/* This structure remembers the information we need about a primitive * to be able to render it later, once we have determined which * primitive is able to use the most triangles. */struct FaceCount {  long		size;		/* number of triangles used */  GLUhalfEdge	*eStart;	/* edge where this primitive starts */  void		(*render)(GLUtesselator *, GLUhalfEdge *, long);                                /* routine to render this primitive */};static struct FaceCount MaximumFan( GLUhalfEdge *eOrig );static struct FaceCount MaximumStrip( GLUhalfEdge *eOrig );static void RenderFan( GLUtesselator *tess, GLUhalfEdge *eStart, long size );static void RenderStrip( GLUtesselator *tess, GLUhalfEdge *eStart, long size );static void RenderTriangle( GLUtesselator *tess, GLUhalfEdge *eStart,			    long size );static void RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig );static void RenderLonelyTriangles( GLUtesselator *tess, GLUface *head );/************************ Strips and Fans decomposition ******************//* __gl_renderMesh( tess, mesh ) takes a mesh and breaks it into triangle * fans, strips, and separate triangles.  A substantial effort is made * to use as few rendering primitives as possible (ie. to make the fans * and strips as large as possible). * * The rendering output is provided as callbacks (see the api). */void __gl_renderMesh( GLUtesselator *tess, GLUmesh *mesh ){  GLUface *f;  /* Make a list of separate triangles so we can render them all at once */  tess->lonelyTriList = NULL;  for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {    f->marked = FALSE;  }  for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {    /* We examine all faces in an arbitrary order.  Whenever we find     * an unprocessed face F, we output a group of faces including F     * whose size is maximum.     */    if( f->inside && ! f->marked ) {      RenderMaximumFaceGroup( tess, f );      assert( f->marked );    }  }  if( tess->lonelyTriList != NULL ) {    RenderLonelyTriangles( tess, tess->lonelyTriList );    tess->lonelyTriList = NULL;  }}static void RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig ){  /* We want to find the largest triangle fan or strip of unmarked faces   * which includes the given face fOrig.  There are 3 possible fans   * passing through fOrig (one centered at each vertex), and 3 possible   * strips (one for each CCW permutation of the vertices).  Our strategy   * is to try all of these, and take the primitive which uses the most   * triangles (a greedy approach).   */  GLUhalfEdge *e = fOrig->anEdge;  struct FaceCount max, newFace;  max.size = 1;  max.eStart = e;  max.render = &RenderTriangle;  if( ! tess->flagBoundary ) {    newFace = MaximumFan( e ); if( newFace.size > max.size ) { max = newFace; }    newFace = MaximumFan( e->Lnext ); if( newFace.size > max.size ) { max = newFace; }    newFace = MaximumFan( e->Lprev ); if( newFace.size > max.size ) { max = newFace; }    newFace = MaximumStrip( e ); if( newFace.size > max.size ) { max = newFace; }    newFace = MaximumStrip( e->Lnext ); if( newFace.size > max.size ) { max = newFace; }    newFace = MaximumStrip( e->Lprev ); if( newFace.size > max.size ) { max = newFace; }  }  (*(max.render))( tess, max.eStart, max.size );}/* Macros which keep track of faces we have marked temporarily, and allow * us to backtrack when necessary.  With triangle fans, this is not * really necessary, since the only awkward case is a loop of triangles * around a single origin vertex.  However with strips the situation is * more complicated, and we need a general tracking method like the * one here. */#define Marked(f)	(! (f)->inside || (f)->marked)#define AddToTrail(f,t)	((f)->trail = (t), (t) = (f), (f)->marked = TRUE)#define FreeTrail(t)	if( 1 ) { \			  while( (t) != NULL ) { \			    (t)->marked = FALSE; t = (t)->trail; \			  } \			} else /* absorb trailing semicolon */static struct FaceCount MaximumFan( GLUhalfEdge *eOrig ){  /* eOrig->Lface is the face we want to render.  We want to find the size   * of a maximal fan around eOrig->Org.  To do this we just walk around   * the origin vertex as far as possible in both directions.   */  struct FaceCount newFace = { 0, NULL, &RenderFan };  GLUface *trail = NULL;  GLUhalfEdge *e;  for( e = eOrig; ! Marked( e->Lface ); e = e->Onext ) {    AddToTrail( e->Lface, trail );    ++newFace.size;  }  for( e = eOrig; ! Marked( e->Rface ); e = e->Oprev ) {    AddToTrail( e->Rface, trail );    ++newFace.size;  }  newFace.eStart = e;  /*LINTED*/  FreeTrail( trail );  return newFace;}#define IsEven(n)	(((n) & 1) == 0)static struct FaceCount MaximumStrip( GLUhalfEdge *eOrig ){  /* Here we are looking for a maximal strip that contains the vertices   * eOrig->Org, eOrig->Dst, eOrig->Lnext->Dst (in that order or the   * reverse, such that all triangles are oriented CCW).   *   * Again we walk forward and backward as far as possible.  However for   * strips there is a twist: to get CCW orientations, there must be   * an *even* number of triangles in the strip on one side of eOrig.   * We walk the strip starting on a side with an even number of triangles;   * if both side have an odd number, we are forced to shorten one side.   */  struct FaceCount newFace = { 0, NULL, &RenderStrip };  long headSize = 0, tailSize = 0;  GLUface *trail = NULL;  GLUhalfEdge *e, *eTail, *eHead;  for( e = eOrig; ! Marked( e->Lface ); ++tailSize, e = e->Onext ) {    AddToTrail( e->Lface, trail );    ++tailSize;    e = e->Dprev;    if( Marked( e->Lface )) break;    AddToTrail( e->Lface, trail );  }  eTail = e;  for( e = eOrig; ! Marked( e->Rface ); ++headSize, e = e->Dnext ) {    AddToTrail( e->Rface, trail );    ++headSize;    e = e->Oprev;    if( Marked( e->Rface )) break;    AddToTrail( e->Rface, trail );  }  eHead = e;  newFace.size = tailSize + headSize;  if( IsEven( tailSize )) {    newFace.eStart = eTail->Sym;  } else if( IsEven( headSize )) {    newFace.eStart = eHead;  } else {    /* Both sides have odd length, we must shorten one of them.  In fact,     * we must start from eHead to guarantee inclusion of eOrig->Lface.     */    --newFace.size;    newFace.eStart = eHead->Onext;  }  /*LINTED*/  FreeTrail( trail );  return newFace;}static void RenderTriangle( GLUtesselator *tess, GLUhalfEdge *e, long size ){  /* Just add the triangle to a triangle list, so we can render all   * the separate triangles at once.   */  assert( size == 1 );  AddToTrail( e->Lface, tess->lonelyTriList );}static void RenderLonelyTriangles( GLUtesselator *tess, GLUface *f ){  /* Now we render all the separate triangles which could not be   * grouped into a triangle fan or strip.   */  GLUhalfEdge *e;

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