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- /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
- *
- * This library is open source and may be redistributed and/or modified under
- * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
- * (at your option) any later version. The full license is in LICENSE file
- * included with this distribution, and on the openscenegraph.org website.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * OpenSceneGraph Public License for more details.
- */
- #ifndef OSGUTIL_Tessellator
- #define OSGUTIL_Tessellator
- #include <osg/Geometry>
- #include <osgUtil/Export>
- #include <osg/GLU>
- #include <vector>
- #ifndef CALLBACK
- /* Win32 calling conventions. (or a least that's what the GLUT example tess.c uses.)*/
- #define CALLBACK
- #endif
- namespace osgUtil {
- /** Originally a simple class for tessellating a single polygon boundary.
- * Using old style glu tessellation functions for portability.
- * Upgraded Jan 2004 to use the modern glu tessellation functions.*/
- class OSGUTIL_EXPORT Tessellator : public osg::Referenced
- {
- public:
- Tessellator();
- ~Tessellator();
- /** The winding rule, see red book ch 11. */
- enum WindingType{
- TESS_WINDING_ODD = GLU_TESS_WINDING_ODD,
- TESS_WINDING_NONZERO = GLU_TESS_WINDING_NONZERO,
- TESS_WINDING_POSITIVE = GLU_TESS_WINDING_POSITIVE,
- TESS_WINDING_NEGATIVE = GLU_TESS_WINDING_NEGATIVE,
- TESS_WINDING_ABS_GEQ_TWO = GLU_TESS_WINDING_ABS_GEQ_TWO
- } ;
- /** we interpret all contours in the geometry as a single set to be tessellated or
- * each separate drawable's contours needs to be tessellated. */
- enum TessellationType {
- TESS_TYPE_GEOMETRY, // tessellate everything in the geometry object
- TESS_TYPE_DRAWABLE, // tessellate each polygon, triangles & quads drawables in geometry separately
- TESS_TYPE_POLYGONS // tessellate ONLY polygon drawables in geometry separately
- };
- /** Set and get tessellation request boundary only on/off */
- void setBoundaryOnly (const bool tt) { _boundaryOnly=tt;}
- inline bool getBoundaryOnly ( ) { return _boundaryOnly;}
- /** Set and get tessellation windong rule */
- void setWindingType (const WindingType wt) { _wtype=wt;}
- inline WindingType getWindingType ( ) { return _wtype;}
- /** Set and get tessellation type */
- void setTessellationType (const TessellationType tt) { _ttype=tt;}
- inline TessellationType getTessellationType ( ) { return _ttype;}
- /** Change the contours lists of the geometry into tessellated primitives (the
- * list of primitives in the original geometry is stored in the Tessellator for
- * possible re-use.
- * The name remains retessellatePolygons although it now handles trifans, strips, quads etc.
- * as well as Polygons so as to not break old codes relying on this function name. */
- void retessellatePolygons(osg::Geometry &cxgeom);
- /** Define the normal to the tessellated polygon - this provides a hint how to
- * tessellate the contours; see gluTessNormal in red book or man pages.
- * GWM July 2005. Can improve teselation
- * "For example, if you know that all polygons lie in the x-y plane,
- * call gluTessNormal(tess, 0.0, 0.0, 1.0) before rendering any polygons."
- */
- void setTessellationNormal(const osg::Vec3 norm) { tessNormal=norm;}
- osg::Geometry::PrimitiveSetList getContours() { return _Contours;}
- struct Prim : public osg::Referenced
- {
- Prim(GLenum mode):_mode(mode) {}
- typedef std::vector<osg::Vec3*> VecList;
- GLenum _mode;
- VecList _vertices;
- };
- virtual void beginTessellation();
- void beginContour();
- /** Add a vertex to the current contour, see gluTessVertex for details.
- * Note the vertex pointer is returned at the end of tessellation and
- * must not be left dangling or be overwritten until all results are
- * collected.
- */
- void addVertex(osg::Vec3* vertex);
- void endContour();
- void endTessellation();
- typedef std::vector< osg::ref_ptr<Prim> > PrimList;
- PrimList& getPrimList() { return _primList; }
- void reset();
- protected:
- /** remove unused parts of the array, eg for when retessellating
- * tessellation can introduce extra vertices for concave or crossing boundaries,
- * these will leak memory if not removed when retessellating. */
- void reduceArray(osg::Array * cold, const unsigned int nnu);
- void collectTessellation(osg::Geometry &cxgeom, unsigned int originalIndex);
- typedef std::map<osg::Vec3*,unsigned int> VertexPtrToIndexMap;
- void addContour(GLenum mode, unsigned int first, unsigned int last, osg::Vec3Array* vertices);
- void addContour(osg::PrimitiveSet* primitive, osg::Vec3Array* vertices);
- void handleNewVertices(osg::Geometry& geom,VertexPtrToIndexMap &vertexPtrToIndexMap);
- void begin(GLenum mode);
- void vertex(osg::Vec3* vertex);
- void combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4]);
- void end();
- void error(GLenum errorCode);
- static void CALLBACK beginCallback(GLenum which, void* userData);
- static void CALLBACK vertexCallback(GLvoid *data, void* userData);
- static void CALLBACK combineCallback(GLdouble coords[3], void* vertex_data[4],
- GLfloat weight[4], void** outData,
- void* useData);
- static void CALLBACK endCallback(void* userData);
- static void CALLBACK errorCallback(GLenum errorCode, void* userData);
- struct Vec3d
- {
- double _v[3];
- };
- struct NewVertex
- {
- NewVertex():
- _vpos(0),
- _f1(0),
- _v1(0),
- _f2(0),
- _v2(0),
- _f3(0),
- _v3(0),
- _f4(0),
- _v4(0) {}
- NewVertex(const NewVertex& nv):
- _vpos(nv._vpos),
- _f1(nv._f1),
- _v1(nv._v1),
- _f2(nv._f2),
- _v2(nv._v2),
- _f3(nv._f3),
- _v3(nv._v3),
- _f4(nv._f4),
- _v4(nv._v4) {}
- NewVertex(osg::Vec3* vx,
- float f1,osg::Vec3* v1,
- float f2,osg::Vec3* v2,
- float f3,osg::Vec3* v3,
- float f4,osg::Vec3* v4):
- _vpos(vx),
- _f1(f1),
- _v1(v1),
- _f2(f2),
- _v2(v2),
- _f3(f3),
- _v3(v3),
- _f4(f4),
- _v4(v4) {}
- osg::Vec3 *_vpos; // added gwm Jan 2004 the vertex coords s.t. NewVertex can be used in a std::vector
- float _f1;
- osg::Vec3* _v1;
- float _f2;
- osg::Vec3* _v2;
- float _f3;
- osg::Vec3* _v3;
- float _f4;
- osg::Vec3* _v4;
- };
- //change NewVertexList from std::map<osg::Vec3*,NewVertex> NewVertexList;
- // because this has undefined order of insertion for new vertices.
- // which occasionally corrupted the texture mapping.
- typedef std::vector<NewVertex> NewVertexList;
- typedef std::vector<Vec3d*> Vec3dList;
- osg::GLUtesselator* _tobj;
- PrimList _primList;
- Vec3dList _coordData;
- NewVertexList _newVertexList;
- GLenum _errorCode;
- /** winding rule, which parts will become solid */
- WindingType _wtype;
- /** tessellation rule, which parts will become solid */
- TessellationType _ttype;
- bool _boundaryOnly; // see gluTessProperty - if true: make the boundary edges only.
- /** number of vertices that are part of the 'original' set of contours */
- unsigned int _numberVerts;
- /** List of primitives that define the contours */
- osg::Geometry::PrimitiveSetList _Contours;
- /** count number of primitives in a geometry to get right no. of norms/colurs etc for per_primitive attributes. */
- unsigned int _index;
- /** the gluTessNormal for tessellation hint */
- osg::Vec3 tessNormal;
- /** count of number of extra primitives added */
- unsigned int _extraPrimitives;
- };
- }
- #endif
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