271 lines
7.4 KiB
C++
271 lines
7.4 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program 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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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.4 2007/12/01 18:09:14 m_di_benedetto
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Added cast to prevent pointer truncation warning/error messages.
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Revision 1.3 2007/08/28 05:43:56 cignoni
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Added ifdef needed for mac gcc compilation
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Revision 1.2 2007/08/25 08:43:33 cignoni
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moved here callback def and added some needed opengl related casts
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Revision 1.1 2007/05/14 22:23:36 m_di_benedetto
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First Commit.
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****************************************************************************/
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#ifndef __VCGLIB_GLU_TESSELATOR_H
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#define __VCGLIB_GLU_TESSELATOR_H
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#include <vector>
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//#include <GL/glu.h>
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#ifndef CALLBACK
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#ifdef _WIN32
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#define CALLBACK __stdcall
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#else
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#define CALLBACK
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#endif
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#endif
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namespace vcg
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{
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class glu_tesselator
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{
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public:
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typedef glu_tesselator this_type;
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/*
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Works with Point2 and Point3;
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sample usage:
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// tesselation input: each outline represents a polygon contour
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std::vector< std::vector<point_type> > outlines = ...;
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// tesselation output (triangles indices)
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std::vector<int> indices;
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// compute triangles indices
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glu_tesselator::tesselate(outlines, indices);
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// unroll input contours points
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std::vector<point_type> points;
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for (size_t i=0; i<outlines.size(); ++i)
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{
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for (size_t j=0; j<outlines[i].size(); ++j)
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{
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points.push_back(outlines[i][j]);
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}
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}
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// or simply call glu_tesselator::unroll(outlines, points);
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// create triangles
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for (size_t i=0; i<indices.size(); i+=3)
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{
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create_triangle(
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points[ indices[i+0] ],
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points[ indices[i+1] ],
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points[ indices[i+2] ]);
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}
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*/
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template <class point_type>
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static inline void unroll(const std::vector< std::vector<point_type> > & outlines, std::vector<point_type> & points)
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{
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for (size_t i=0; i<outlines.size(); ++i)
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{
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for (size_t j=0; j<outlines[i].size(); ++j)
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{
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points.push_back(outlines[i][j]);
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}
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}
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}
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template <class point_type>
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static inline void tesselate(const std::vector< std::vector<point_type> > & outlines, std::vector<int> & indices)
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{
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tess_prim_data_vec t_data;
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this_type::do_tesselation(outlines, t_data);
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//int k = 0;
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for (size_t i=0; i<t_data.size(); ++i)
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{
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const size_t st = t_data[i].indices.size();
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if (st < 3) continue;
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switch (t_data[i].type)
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{
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case GL_TRIANGLES:
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for (size_t j=0; j<st; ++j)
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{
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indices.push_back(t_data[i].indices[j]);
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}
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break;
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case GL_TRIANGLE_STRIP:
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{
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int i0 = t_data[i].indices[0];
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int i1 = t_data[i].indices[1];
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bool ccw = true;
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for (size_t j=2; j<st; ++j)
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{
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const int i2 = t_data[i].indices[j];
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indices.push_back(i0);
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indices.push_back(i1);
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indices.push_back(i2);
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if (ccw) i0 = i2;
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else i1 = i2;
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ccw = !ccw;
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} }
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break;
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case GL_TRIANGLE_FAN:
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{
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const int first = t_data[i].indices[0];
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int prev = t_data[i].indices[1];
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for (size_t j=2; j<st; ++j)
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{
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const int curr = t_data[i].indices[j];
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indices.push_back(first);
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indices.push_back(prev);
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indices.push_back(curr);
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prev = curr;
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}
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}
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break;
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default:
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break;
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}
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}
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}
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protected:
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class tess_prim_data
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{
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public:
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typedef tess_prim_data this_type;
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GLenum type;
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std::vector<int> indices;
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tess_prim_data(void) { }
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tess_prim_data(GLenum t) : type(t) { }
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};
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typedef std::vector<tess_prim_data> tess_prim_data_vec;
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static void CALLBACK begin_cb(GLenum type, void * polygon_data)
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{
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tess_prim_data_vec * t_data = (tess_prim_data_vec *)polygon_data;
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t_data->push_back(tess_prim_data(type));
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}
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static void CALLBACK end_cb(void * polygon_data)
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{
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(void)polygon_data;
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}
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static void CALLBACK vertex_cb(void * vertex_data, void * polygon_data)
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{
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tess_prim_data_vec * t_data = (tess_prim_data_vec *)polygon_data;
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t_data->back().indices.push_back((int)((size_t)vertex_data));
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}
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template <class point_type>
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static void do_tesselation(const std::vector< std::vector<point_type> > & outlines, tess_prim_data_vec & t_data)
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{
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GLUtesselator * tess = gluNewTess();
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//#ifdef __APPLE__
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// gluTessCallback(tess, GLU_TESS_BEGIN_DATA, (GLvoid (CALLBACK *)(...))(this_type::begin_cb));
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// gluTessCallback(tess, GLU_TESS_END_DATA, (GLvoid (CALLBACK *)(...))(this_type::end_cb));
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// gluTessCallback(tess, GLU_TESS_VERTEX_DATA, (GLvoid (CALLBACK *)(...))(this_type::vertex_cb));
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//#else
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gluTessCallback(tess, GLU_TESS_BEGIN_DATA, (GLvoid (CALLBACK *)())(this_type::begin_cb));
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gluTessCallback(tess, GLU_TESS_END_DATA, (GLvoid (CALLBACK *)())(this_type::end_cb));
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gluTessCallback(tess, GLU_TESS_VERTEX_DATA, (GLvoid (CALLBACK *)())(this_type::vertex_cb));
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//#endif
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void * polygon_data = (void *)(&t_data);
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GLdouble vertex[3];
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int k = 0;
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gluTessBeginPolygon(tess, polygon_data);
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for (size_t i=0; i<outlines.size(); ++i)
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{
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gluTessBeginContour(tess);
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for (size_t j=0; j<outlines[i].size(); ++j)
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{
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this_type::get_position(outlines[i][j], vertex);
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gluTessVertex(tess, vertex, (void *)k);
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++k;
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}
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gluTessEndContour(tess);
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}
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gluTessEndPolygon(tess);
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gluDeleteTess(tess);
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}
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template <class scalar_type>
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static inline void get_position(const vcg::Point2<scalar_type> & p, GLdouble * d)
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{
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d[0] = (GLdouble)(p[0]);
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d[1] = (GLdouble)(p[1]);
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d[2] = (GLdouble)(0);
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}
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template <class scalar_type>
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static inline void get_position(const vcg::Point3<scalar_type> & p, GLdouble * d)
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{
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d[0] = (GLdouble)(p[0]);
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d[1] = (GLdouble)(p[1]);
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d[2] = (GLdouble)(p[2]);
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}
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};
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} // end namespace vcg
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#endif // __VCGLIB_GLU_TESSELATOR_H
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