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authorKenneth Russel <[email protected]>2005-10-24 19:21:03 +0000
committerKenneth Russel <[email protected]>2005-10-24 19:21:03 +0000
commitd6f9dbc493df725d3d574403549de142c5e1222a (patch)
tree8eb152b0627f8d1897a27c5204d6ce2efb4963e4 /src/net/java/games/jogl/impl/tesselator/Render.java
parent42843c3290d64c41c9c8a18b93f5ad3c00d35ddc (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.java546
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
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--- 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;
- }
- }
-}