diff options
author | Kenneth Russel <[email protected]> | 2005-10-24 19:21:03 +0000 |
---|---|---|
committer | Kenneth Russel <[email protected]> | 2005-10-24 19:21:03 +0000 |
commit | d6f9dbc493df725d3d574403549de142c5e1222a (patch) | |
tree | 8eb152b0627f8d1897a27c5204d6ce2efb4963e4 /src/net/java/games/jogl/impl/tesselator/Render.java | |
parent | 42843c3290d64c41c9c8a18b93f5ad3c00d35ddc (diff) |
Merged JSR-231 branch on to the main JOGL trunk. The main trunk now
contains the evolving JSR-231 Reference Implementation and the JSR-231
branch is permanently closed.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@401 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/impl/tesselator/Render.java')
-rw-r--r-- | src/net/java/games/jogl/impl/tesselator/Render.java | 546 |
1 files changed, 0 insertions, 546 deletions
diff --git a/src/net/java/games/jogl/impl/tesselator/Render.java b/src/net/java/games/jogl/impl/tesselator/Render.java deleted file mode 100644 index 4763992b8..000000000 --- a/src/net/java/games/jogl/impl/tesselator/Render.java +++ /dev/null @@ -1,546 +0,0 @@ -/* -* Portions Copyright (C) 2003 Sun Microsystems, Inc. -* All rights reserved. -*/ - -/* -** License Applicability. Except to the extent portions of this file are -** made subject to an alternative license as permitted in the SGI Free -** Software License B, Version 1.1 (the "License"), the contents of this -** file are subject only to the provisions of the License. You may not use -** this file except in compliance with the License. You may obtain a copy -** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 -** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: -** -** http://oss.sgi.com/projects/FreeB -** -** Note that, as provided in the License, the Software is distributed on an -** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS -** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND -** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A -** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. -** -** Original Code. The Original Code is: OpenGL Sample Implementation, -** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, -** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. -** Copyright in any portions created by third parties is as indicated -** elsewhere herein. All Rights Reserved. -** -** Additional Notice Provisions: The application programming interfaces -** established by SGI in conjunction with the Original Code are The -** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released -** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version -** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X -** Window System(R) (Version 1.3), released October 19, 1998. This software -** was created using the OpenGL(R) version 1.2.1 Sample Implementation -** published by SGI, but has not been independently verified as being -** compliant with the OpenGL(R) version 1.2.1 Specification. -** -** Author: Eric Veach, July 1994 -** Java Port: Pepijn Van Eeckhoudt, July 2003 -** Java Port: Nathan Parker Burg, August 2003 -*/ -package net.java.games.jogl.impl.tesselator; - -import net.java.games.jogl.*; - -class Render { - private static final boolean USE_OPTIMIZED_CODE_PATH = false; - - private Render() { - } - - private static final RenderFan renderFan = new RenderFan(); - private static final RenderStrip renderStrip = new RenderStrip(); - private static final RenderTriangle renderTriangle = new RenderTriangle(); - -/* 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. - */ - private static class FaceCount { - public FaceCount() { - } - - public FaceCount(long size, net.java.games.jogl.impl.tesselator.GLUhalfEdge eStart, renderCallBack render) { - this.size = size; - this.eStart = eStart; - this.render = render; - } - - long size; /* number of triangles used */ - net.java.games.jogl.impl.tesselator.GLUhalfEdge eStart; /* edge where this primitive starts */ - renderCallBack render; - }; - - private static interface renderCallBack { - void render(GLUtesselatorImpl tess, net.java.games.jogl.impl.tesselator.GLUhalfEdge e, long size); - } - - /************************ 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). - */ - public static void __gl_renderMesh(GLUtesselatorImpl tess, net.java.games.jogl.impl.tesselator.GLUmesh mesh) { - net.java.games.jogl.impl.tesselator.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(GLUtesselatorImpl tess, net.java.games.jogl.impl.tesselator.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). - */ - net.java.games.jogl.impl.tesselator.GLUhalfEdge e = fOrig.anEdge; - FaceCount max = new FaceCount(); - FaceCount newFace = new FaceCount(); - - 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.Onext.Sym); - 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.Onext.Sym); - if (newFace.size > max.size) { - max = newFace; - } - } - max.render.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. - */ - private static boolean Marked(net.java.games.jogl.impl.tesselator.GLUface f) { - return !f.inside || f.marked; - } - - private static GLUface AddToTrail(net.java.games.jogl.impl.tesselator.GLUface f, net.java.games.jogl.impl.tesselator.GLUface t) { - f.trail = t; - f.marked = true; - return f; - } - - private static void FreeTrail(net.java.games.jogl.impl.tesselator.GLUface t) { - if (true) { - while (t != null) { - t.marked = false; - t = t.trail; - } - } else { - /* absorb trailing semicolon */ - } - } - - static FaceCount MaximumFan(net.java.games.jogl.impl.tesselator.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. - */ - FaceCount newFace = new FaceCount(0, null, renderFan); - net.java.games.jogl.impl.tesselator.GLUface trail = null; - net.java.games.jogl.impl.tesselator.GLUhalfEdge e; - - for (e = eOrig; !Marked(e.Lface); e = e.Onext) { - trail = AddToTrail(e.Lface, trail); - ++newFace.size; - } - for (e = eOrig; !Marked(e.Sym.Lface); e = e.Sym.Lnext) { - trail = AddToTrail(e.Sym.Lface, trail); - ++newFace.size; - } - newFace.eStart = e; - /*LINTED*/ - FreeTrail(trail); - return newFace; - } - - - private static boolean IsEven(long n) { - return (n & 0x1L) == 0; - } - - static FaceCount MaximumStrip(net.java.games.jogl.impl.tesselator.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. - */ - FaceCount newFace = new FaceCount(0, null, renderStrip); - long headSize = 0, tailSize = 0; - net.java.games.jogl.impl.tesselator.GLUface trail = null; - net.java.games.jogl.impl.tesselator.GLUhalfEdge e, eTail, eHead; - - for (e = eOrig; !Marked(e.Lface); ++tailSize, e = e.Onext) { - trail = AddToTrail(e.Lface, trail); - ++tailSize; - e = e.Lnext.Sym; - if (Marked(e.Lface)) break; - trail = AddToTrail(e.Lface, trail); - } - eTail = e; - - for (e = eOrig; !Marked(e.Sym.Lface); ++headSize, e = e.Sym.Onext.Sym) { - trail = AddToTrail(e.Sym.Lface, trail); - ++headSize; - e = e.Sym.Lnext; - if (Marked(e.Sym.Lface)) break; - trail = AddToTrail(e.Sym.Lface, 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; - } - - private static class RenderTriangle implements renderCallBack { - public void render(GLUtesselatorImpl tess, net.java.games.jogl.impl.tesselator.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); - tess.lonelyTriList = AddToTrail(e.Lface, tess.lonelyTriList); - } - } - - - static void RenderLonelyTriangles(GLUtesselatorImpl tess, net.java.games.jogl.impl.tesselator.GLUface f) { - /* Now we render all the separate triangles which could not be - * grouped into a triangle fan or strip. - */ - net.java.games.jogl.impl.tesselator.GLUhalfEdge e; - int newState; - int edgeState = -1; /* force edge state output for first vertex */ - - tess.callBeginOrBeginData(GL.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.Sym.Lface.inside) ? 1 : 0; - if (edgeState != newState) { - edgeState = newState; - tess.callEdgeFlagOrEdgeFlagData( edgeState != 0); - } - } - tess.callVertexOrVertexData( e.Org.data); - - e = e.Lnext; - } while (e != f.anEdge); - } - tess.callEndOrEndData(); - } - - private static class RenderFan implements renderCallBack { - public void render(GLUtesselatorImpl tess, net.java.games.jogl.impl.tesselator.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). - */ - tess.callBeginOrBeginData( GL.GL_TRIANGLE_FAN); - tess.callVertexOrVertexData( e.Org.data); - tess.callVertexOrVertexData( e.Sym.Org.data); - - while (!Marked(e.Lface)) { - e.Lface.marked = true; - --size; - e = e.Onext; - tess.callVertexOrVertexData( e.Sym.Org.data); - } - - assert (size == 0); - tess.callEndOrEndData(); - } - } - - private static class RenderStrip implements renderCallBack { - public void render(GLUtesselatorImpl tess, net.java.games.jogl.impl.tesselator.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). - */ - tess.callBeginOrBeginData( GL.GL_TRIANGLE_STRIP); - tess.callVertexOrVertexData( e.Org.data); - tess.callVertexOrVertexData( e.Sym.Org.data); - - while (!Marked(e.Lface)) { - e.Lface.marked = true; - --size; - e = e.Lnext.Sym; - tess.callVertexOrVertexData( e.Org.data); - if (Marked(e.Lface)) break; - - e.Lface.marked = true; - --size; - e = e.Onext; - tess.callVertexOrVertexData( e.Sym.Org.data); - } - - assert (size == 0); - tess.callEndOrEndData(); - } - } - - /************************ 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). - */ - public static void __gl_renderBoundary(GLUtesselatorImpl tess, net.java.games.jogl.impl.tesselator.GLUmesh mesh) { - net.java.games.jogl.impl.tesselator.GLUface f; - net.java.games.jogl.impl.tesselator.GLUhalfEdge e; - - for (f = mesh.fHead.next; f != mesh.fHead; f = f.next) { - if (f.inside) { - tess.callBeginOrBeginData( GL.GL_LINE_LOOP); - e = f.anEdge; - do { - tess.callVertexOrVertexData( e.Org.data); - e = e.Lnext; - } while (e != f.anEdge); - tess.callEndOrEndData(); - } - } - } - - - /************************ Quick-and-dirty decomposition ******************/ - - private static final int SIGN_INCONSISTENT = 2; - - static int ComputeNormal(GLUtesselatorImpl tess, double[] norm, boolean 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. - */ { - net.java.games.jogl.impl.tesselator.CachedVertex[] v = tess.cache; -// CachedVertex vn = v0 + tess.cacheCount; - int vn = tess.cacheCount; -// CachedVertex vc; - int vc; - double dot, xc, yc, zc, xp, yp, zp; - double[] n = new double[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 = 1; - xc = v[vc].coords[0] - v[0].coords[0]; - yc = v[vc].coords[1] - v[0].coords[1]; - zc = v[vc].coords[2] - v[0].coords[2]; - while (++vc < vn) { - xp = xc; - yp = yc; - zp = zc; - xc = v[vc].coords[0] - v[0].coords[0]; - yc = v[vc].coords[1] - v[0].coords[1]; - zc = v[vc].coords[2] - v[0].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). - */ - public static boolean __gl_renderCache(GLUtesselatorImpl tess) { - net.java.games.jogl.impl.tesselator.CachedVertex[] v = tess.cache; -// CachedVertex vn = v0 + tess.cacheCount; - int vn = tess.cacheCount; -// CachedVertex vc; - int vc; - double[] norm = new double[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; - } - - if ( !USE_OPTIMIZED_CODE_PATH ) { - return false; - } else { - /* Make sure we do the right thing for each winding rule */ - switch (tess.windingRule) { - case GLU.GLU_TESS_WINDING_ODD: - case GLU.GLU_TESS_WINDING_NONZERO: - break; - case GLU.GLU_TESS_WINDING_POSITIVE: - if (sign < 0) return true; - break; - case GLU.GLU_TESS_WINDING_NEGATIVE: - if (sign > 0) return true; - break; - case GLU.GLU_TESS_WINDING_ABS_GEQ_TWO: - return true; - } - - tess.callBeginOrBeginData( tess.boundaryOnly ? GL.GL_LINE_LOOP - : (tess.cacheCount > 3) ? GL.GL_TRIANGLE_FAN - : GL.GL_TRIANGLES); - - tess.callVertexOrVertexData( v[0].data); - if (sign > 0) { - for (vc = 1; vc < vn; ++vc) { - tess.callVertexOrVertexData( v[vc].data); - } - } else { - for (vc = vn - 1; vc > 0; --vc) { - tess.callVertexOrVertexData( v[vc].data); - } - } - tess.callEndOrEndData(); - return true; - } - } -} |