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7365c3aa77
This splits out the cogl_path_ api into a separate cogl-path sub-library like cogl-pango and cogl-gst. This enables developers to build Cogl with this sub-library disabled if they don't need it which can be useful when its important to keep the size of an application and its dependencies down to a minimum. The functions cogl_framebuffer_{fill,stroke}_path have been renamed to cogl_path_{fill,stroke}. There were a few places in core cogl and cogl-gst that referenced the CoglPath api and these have been decoupled by using the CoglPrimitive api instead. In the case of cogl_framebuffer_push_path_clip() the core clip stack no longer accepts path clips directly but it's now possible to get a CoglPrimitive for the fill of a path and so the implementation of cogl_framebuffer_push_path_clip() now lives in cogl-path and works as a shim that first gets a CoglPrimitive and uses cogl_framebuffer_push_primitive_clip instead. We may want to consider renaming cogl_framebuffer_push_path_clip to put it in the cogl_path_ namespace. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 8aadfd829239534fb4ec8255cdea813d698c5a3f) So as to avoid breaking the 1.x API or even the ABI since we are quite late in the 1.16 development cycle the patch was modified to build cogl-path as a noinst_LTLIBRARY before building cogl and link the code directly into libcogl.so as it was previously. This way we can wait until the start of the 1.18 cycle before splitting the code into a separate libcogl-path.so. This also adds shims for cogl_framebuffer_fill/stroke_path() to avoid breaking the 1.x API/ABI.
503 lines
16 KiB
C
503 lines
16 KiB
C
/*
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* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice including the dates of first publication and
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* either this permission notice or a reference to
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* http://oss.sgi.com/projects/FreeB/
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* shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Except as contained in this notice, the name of Silicon Graphics, Inc.
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* shall not be used in advertising or otherwise to promote the sale, use or
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* other dealings in this Software without prior written authorization from
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* Silicon Graphics, Inc.
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*/
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/*
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** Author: Eric Veach, July 1994.
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**
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*/
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#include "gluos.h"
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#include <assert.h>
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#include <stddef.h>
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#include "mesh.h"
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#include "tess.h"
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#include "render.h"
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#ifndef TRUE
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#define TRUE 1
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#endif
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#ifndef FALSE
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#define FALSE 0
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#endif
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/* This structure remembers the information we need about a primitive
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* to be able to render it later, once we have determined which
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* primitive is able to use the most triangles.
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*/
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struct FaceCount {
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long size; /* number of triangles used */
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GLUhalfEdge *eStart; /* edge where this primitive starts */
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void (*render)(GLUtesselator *, GLUhalfEdge *, long);
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/* routine to render this primitive */
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};
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static struct FaceCount MaximumFan( GLUhalfEdge *eOrig );
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static struct FaceCount MaximumStrip( GLUhalfEdge *eOrig );
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static void RenderFan( GLUtesselator *tess, GLUhalfEdge *eStart, long size );
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static void RenderStrip( GLUtesselator *tess, GLUhalfEdge *eStart, long size );
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static void RenderTriangle( GLUtesselator *tess, GLUhalfEdge *eStart,
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long size );
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static void RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig );
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static void RenderLonelyTriangles( GLUtesselator *tess, GLUface *head );
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/************************ Strips and Fans decomposition ******************/
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/* __gl_renderMesh( tess, mesh ) takes a mesh and breaks it into triangle
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* fans, strips, and separate triangles. A substantial effort is made
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* to use as few rendering primitives as possible (ie. to make the fans
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* and strips as large as possible).
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*
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* The rendering output is provided as callbacks (see the api).
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*/
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void __gl_renderMesh( GLUtesselator *tess, GLUmesh *mesh )
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{
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GLUface *f;
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/* Make a list of separate triangles so we can render them all at once */
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tess->lonelyTriList = NULL;
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for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
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f->marked = FALSE;
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}
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for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
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/* We examine all faces in an arbitrary order. Whenever we find
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* an unprocessed face F, we output a group of faces including F
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* whose size is maximum.
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*/
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if( f->inside && ! f->marked ) {
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RenderMaximumFaceGroup( tess, f );
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assert( f->marked );
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}
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}
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if( tess->lonelyTriList != NULL ) {
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RenderLonelyTriangles( tess, tess->lonelyTriList );
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tess->lonelyTriList = NULL;
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}
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}
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static void RenderMaximumFaceGroup( GLUtesselator *tess, GLUface *fOrig )
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{
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/* We want to find the largest triangle fan or strip of unmarked faces
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* which includes the given face fOrig. There are 3 possible fans
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* passing through fOrig (one centered at each vertex), and 3 possible
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* strips (one for each CCW permutation of the vertices). Our strategy
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* is to try all of these, and take the primitive which uses the most
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* triangles (a greedy approach).
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*/
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GLUhalfEdge *e = fOrig->anEdge;
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struct FaceCount max, newFace;
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max.size = 1;
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max.eStart = e;
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max.render = &RenderTriangle;
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if( ! tess->flagBoundary ) {
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newFace = MaximumFan( e ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumFan( e->Lnext ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumFan( e->Lprev ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumStrip( e ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumStrip( e->Lnext ); if( newFace.size > max.size ) { max = newFace; }
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newFace = MaximumStrip( e->Lprev ); if( newFace.size > max.size ) { max = newFace; }
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}
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(*(max.render))( tess, max.eStart, max.size );
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}
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/* Macros which keep track of faces we have marked temporarily, and allow
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* us to backtrack when necessary. With triangle fans, this is not
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* really necessary, since the only awkward case is a loop of triangles
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* around a single origin vertex. However with strips the situation is
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* more complicated, and we need a general tracking method like the
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* one here.
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*/
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#define Marked(f) (! (f)->inside || (f)->marked)
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#define AddToTrail(f,t) ((f)->trail = (t), (t) = (f), (f)->marked = TRUE)
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#define FreeTrail(t) do { \
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while( (t) != NULL ) { \
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(t)->marked = FALSE; t = (t)->trail; \
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} \
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} while(0) /* absorb trailing semicolon */
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static struct FaceCount MaximumFan( GLUhalfEdge *eOrig )
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{
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/* eOrig->Lface is the face we want to render. We want to find the size
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* of a maximal fan around eOrig->Org. To do this we just walk around
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* the origin vertex as far as possible in both directions.
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*/
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struct FaceCount newFace = { 0, NULL, &RenderFan };
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GLUface *trail = NULL;
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GLUhalfEdge *e;
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for( e = eOrig; ! Marked( e->Lface ); e = e->Onext ) {
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AddToTrail( e->Lface, trail );
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++newFace.size;
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}
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for( e = eOrig; ! Marked( e->Rface ); e = e->Oprev ) {
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AddToTrail( e->Rface, trail );
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++newFace.size;
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}
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newFace.eStart = e;
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/*LINTED*/
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FreeTrail( trail );
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return newFace;
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}
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#define IsEven(n) (((n) & 1) == 0)
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static struct FaceCount MaximumStrip( GLUhalfEdge *eOrig )
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{
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/* Here we are looking for a maximal strip that contains the vertices
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* eOrig->Org, eOrig->Dst, eOrig->Lnext->Dst (in that order or the
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* reverse, such that all triangles are oriented CCW).
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*
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* Again we walk forward and backward as far as possible. However for
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* strips there is a twist: to get CCW orientations, there must be
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* an *even* number of triangles in the strip on one side of eOrig.
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* We walk the strip starting on a side with an even number of triangles;
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* if both side have an odd number, we are forced to shorten one side.
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*/
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struct FaceCount newFace = { 0, NULL, &RenderStrip };
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long headSize = 0, tailSize = 0;
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GLUface *trail = NULL;
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GLUhalfEdge *e, *eTail, *eHead;
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for( e = eOrig; ! Marked( e->Lface ); ++tailSize, e = e->Onext ) {
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AddToTrail( e->Lface, trail );
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++tailSize;
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e = e->Dprev;
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if( Marked( e->Lface )) break;
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AddToTrail( e->Lface, trail );
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}
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eTail = e;
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for( e = eOrig; ! Marked( e->Rface ); ++headSize, e = e->Dnext ) {
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AddToTrail( e->Rface, trail );
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++headSize;
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e = e->Oprev;
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if( Marked( e->Rface )) break;
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AddToTrail( e->Rface, trail );
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}
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eHead = e;
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newFace.size = tailSize + headSize;
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if( IsEven( tailSize )) {
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newFace.eStart = eTail->Sym;
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} else if( IsEven( headSize )) {
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newFace.eStart = eHead;
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} else {
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/* Both sides have odd length, we must shorten one of them. In fact,
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* we must start from eHead to guarantee inclusion of eOrig->Lface.
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*/
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--newFace.size;
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newFace.eStart = eHead->Onext;
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}
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/*LINTED*/
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FreeTrail( trail );
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return newFace;
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}
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static void RenderTriangle( GLUtesselator *tess, GLUhalfEdge *e, long size )
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{
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/* Just add the triangle to a triangle list, so we can render all
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* the separate triangles at once.
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*/
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assert( size == 1 );
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AddToTrail( e->Lface, tess->lonelyTriList );
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}
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static void RenderLonelyTriangles( GLUtesselator *tess, GLUface *f )
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{
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/* Now we render all the separate triangles which could not be
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* grouped into a triangle fan or strip.
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*/
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GLUhalfEdge *e;
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int newState;
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int edgeState = -1; /* force edge state output for first vertex */
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CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLES );
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for( ; f != NULL; f = f->trail ) {
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/* Loop once for each edge (there will always be 3 edges) */
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e = f->anEdge;
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do {
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if( tess->flagBoundary ) {
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/* Set the "edge state" to TRUE just before we output the
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* first vertex of each edge on the polygon boundary.
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*/
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newState = ! e->Rface->inside;
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if( edgeState != newState ) {
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edgeState = newState;
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CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA( edgeState );
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}
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}
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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e = e->Lnext;
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} while( e != f->anEdge );
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}
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CALL_END_OR_END_DATA();
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}
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static void RenderFan( GLUtesselator *tess, GLUhalfEdge *e, long size )
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{
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/* Render as many CCW triangles as possible in a fan starting from
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* edge "e". The fan *should* contain exactly "size" triangles
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* (otherwise we've goofed up somewhere).
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*/
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CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLE_FAN );
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
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while( ! Marked( e->Lface )) {
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e->Lface->marked = TRUE;
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--size;
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e = e->Onext;
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CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
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}
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assert( size == 0 );
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CALL_END_OR_END_DATA();
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}
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static void RenderStrip( GLUtesselator *tess, GLUhalfEdge *e, long size )
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{
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/* Render as many CCW triangles as possible in a strip starting from
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* edge "e". The strip *should* contain exactly "size" triangles
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* (otherwise we've goofed up somewhere).
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*/
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CALL_BEGIN_OR_BEGIN_DATA( GL_TRIANGLE_STRIP );
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
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while( ! Marked( e->Lface )) {
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e->Lface->marked = TRUE;
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--size;
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e = e->Dprev;
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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if( Marked( e->Lface )) break;
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e->Lface->marked = TRUE;
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--size;
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e = e->Onext;
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CALL_VERTEX_OR_VERTEX_DATA( e->Dst->data );
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}
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assert( size == 0 );
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CALL_END_OR_END_DATA();
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}
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/************************ Boundary contour decomposition ******************/
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/* __gl_renderBoundary( tess, mesh ) takes a mesh, and outputs one
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* contour for each face marked "inside". The rendering output is
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* provided as callbacks (see the api).
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*/
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void __gl_renderBoundary( GLUtesselator *tess, GLUmesh *mesh )
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{
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GLUface *f;
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GLUhalfEdge *e;
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for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next ) {
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if( f->inside ) {
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CALL_BEGIN_OR_BEGIN_DATA( GL_LINE_LOOP );
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e = f->anEdge;
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do {
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CALL_VERTEX_OR_VERTEX_DATA( e->Org->data );
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e = e->Lnext;
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} while( e != f->anEdge );
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CALL_END_OR_END_DATA();
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}
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}
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}
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/************************ Quick-and-dirty decomposition ******************/
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#define SIGN_INCONSISTENT 2
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static int ComputeNormal( GLUtesselator *tess, GLdouble norm[3], int check )
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/*
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* If check==FALSE, we compute the polygon normal and place it in norm[].
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* If check==TRUE, we check that each triangle in the fan from v0 has a
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* consistent orientation with respect to norm[]. If triangles are
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* consistently oriented CCW, return 1; if CW, return -1; if all triangles
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* are degenerate return 0; otherwise (no consistent orientation) return
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* SIGN_INCONSISTENT.
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*/
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{
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CachedVertex *v0 = tess->cache;
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CachedVertex *vn = v0 + tess->cacheCount;
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CachedVertex *vc;
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GLdouble dot, xc, yc, zc, xp, yp, zp, n[3];
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int sign = 0;
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/* Find the polygon normal. It is important to get a reasonable
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* normal even when the polygon is self-intersecting (eg. a bowtie).
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* Otherwise, the computed normal could be very tiny, but perpendicular
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* to the true plane of the polygon due to numerical noise. Then all
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* the triangles would appear to be degenerate and we would incorrectly
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* decompose the polygon as a fan (or simply not render it at all).
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*
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* We use a sum-of-triangles normal algorithm rather than the more
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* efficient sum-of-trapezoids method (used in CheckOrientation()
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* in normal.c). This lets us explicitly reverse the signed area
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* of some triangles to get a reasonable normal in the self-intersecting
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* case.
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*/
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if( ! check ) {
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norm[0] = norm[1] = norm[2] = 0.0;
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}
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vc = v0 + 1;
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xc = vc->coords[0] - v0->coords[0];
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yc = vc->coords[1] - v0->coords[1];
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zc = vc->coords[2] - v0->coords[2];
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while( ++vc < vn ) {
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xp = xc; yp = yc; zp = zc;
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xc = vc->coords[0] - v0->coords[0];
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yc = vc->coords[1] - v0->coords[1];
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zc = vc->coords[2] - v0->coords[2];
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/* Compute (vp - v0) cross (vc - v0) */
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n[0] = yp*zc - zp*yc;
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n[1] = zp*xc - xp*zc;
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n[2] = xp*yc - yp*xc;
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dot = n[0]*norm[0] + n[1]*norm[1] + n[2]*norm[2];
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if( ! check ) {
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/* Reverse the contribution of back-facing triangles to get
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* a reasonable normal for self-intersecting polygons (see above)
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*/
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if( dot >= 0 ) {
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norm[0] += n[0]; norm[1] += n[1]; norm[2] += n[2];
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} else {
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norm[0] -= n[0]; norm[1] -= n[1]; norm[2] -= n[2];
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}
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} else if( dot != 0 ) {
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/* Check the new orientation for consistency with previous triangles */
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if( dot > 0 ) {
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if( sign < 0 ) return SIGN_INCONSISTENT;
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sign = 1;
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} else {
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if( sign > 0 ) return SIGN_INCONSISTENT;
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sign = -1;
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}
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}
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}
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return sign;
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}
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/* __gl_renderCache( tess ) takes a single contour and tries to render it
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* as a triangle fan. This handles convex polygons, as well as some
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* non-convex polygons if we get lucky.
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*
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* Returns TRUE if the polygon was successfully rendered. The rendering
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* output is provided as callbacks (see the api).
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*/
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GLboolean __gl_renderCache( GLUtesselator *tess )
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{
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CachedVertex *v0 = tess->cache;
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CachedVertex *vn = v0 + tess->cacheCount;
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CachedVertex *vc;
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GLdouble norm[3];
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int sign;
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if( tess->cacheCount < 3 ) {
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/* Degenerate contour -- no output */
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return TRUE;
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}
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norm[0] = tess->normal[0];
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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;
|
|
}
|