| 1 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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| 2 | * |
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| 3 | * This library is open source and may be redistributed and/or modified under |
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| 4 | * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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| 5 | * (at your option) any later version. The full license is in LICENSE file |
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| 6 | * included with this distribution, and on the openscenegraph.org website. |
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| 7 | * |
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| 8 | * This library is distributed in the hope that it will be useful, |
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| 9 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 10 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 11 | * OpenSceneGraph Public License for more details. |
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| 12 | */ |
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| 13 | |
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| 14 | #ifndef OSGUTIL_Tessellator |
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| 15 | #define OSGUTIL_Tessellator |
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| 16 | |
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| 17 | #include <osg/Geometry> |
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| 18 | |
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| 19 | #include <osgUtil/Export> |
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| 20 | |
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| 21 | #include <osg/GLU> |
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| 22 | |
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| 23 | #include <vector> |
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| 24 | |
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| 25 | #ifndef CALLBACK |
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| 26 | /* Win32 calling conventions. (or a least thats what the GLUT example tess.c uses.)*/ |
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| 27 | #define CALLBACK |
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| 28 | #endif |
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| 29 | |
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| 30 | namespace osgUtil { |
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| 31 | |
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| 32 | /** Originally a simple class for tessellating a single polygon boundary. |
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| 33 | * Using old style glu tessellation functions for portability. |
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| 34 | * Upgraded Jan 2004 to use the modern glu tessellation functions.*/ |
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| 35 | |
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| 36 | class OSGUTIL_EXPORT Tessellator : public osg::Referenced |
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| 37 | { |
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| 38 | public: |
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| 39 | |
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| 40 | Tessellator(); |
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| 41 | ~Tessellator(); |
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| 42 | |
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| 43 | /** The winding rule, see red book ch 11. */ |
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| 44 | enum WindingType{ |
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| 45 | TESS_WINDING_ODD = GLU_TESS_WINDING_ODD, |
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| 46 | TESS_WINDING_NONZERO = GLU_TESS_WINDING_NONZERO, |
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| 47 | TESS_WINDING_POSITIVE = GLU_TESS_WINDING_POSITIVE, |
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| 48 | TESS_WINDING_NEGATIVE = GLU_TESS_WINDING_NEGATIVE, |
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| 49 | TESS_WINDING_ABS_GEQ_TWO = GLU_TESS_WINDING_ABS_GEQ_TWO |
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| 50 | } ; |
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| 51 | |
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| 52 | /** we interpret all contours in the geometry as a single set to be tessellated or |
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| 53 | * each separate drawable's contours needs to be tessellated. */ |
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| 54 | enum TessellationType { |
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| 55 | TESS_TYPE_GEOMETRY, // tessellate everything in the geometry object |
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| 56 | TESS_TYPE_DRAWABLE, // tessellate each polygon, triangles & quads drawables in geometry separately |
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| 57 | TESS_TYPE_POLYGONS // tessellate ONLY polygon drawables in geometry separately |
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| 58 | }; |
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| 59 | |
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| 60 | /** Set and get tessellation request boundary only on/off */ |
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| 61 | void setBoundaryOnly (const bool tt) { _boundaryOnly=tt;} |
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| 62 | inline bool getBoundaryOnly ( ) { return _boundaryOnly;} |
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| 63 | |
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| 64 | /** Set and get tessellation windong rule */ |
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| 65 | void setWindingType (const WindingType wt) { _wtype=wt;} |
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| 66 | inline WindingType getWindingType ( ) { return _wtype;} |
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| 67 | |
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| 68 | /** Set and get tessellation type */ |
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| 69 | void setTessellationType (const TessellationType tt) { _ttype=tt;} |
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| 70 | inline TessellationType getTessellationType ( ) { return _ttype;} |
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| 71 | |
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| 72 | /** Change the contours lists of the geometry into tessellated primitives (the |
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| 73 | * list of primitives in the original geometry is stored in the Tessellator for |
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| 74 | * possible re-use. |
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| 75 | * The name remains retessellatePolygons although it now handles trifans, strips, quads etc. |
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| 76 | * as well as Polygons so as to not break old codes relying on this function name. */ |
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| 77 | void retessellatePolygons(osg::Geometry &cxgeom); |
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| 78 | |
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| 79 | /** Define the normal to the tessellated polygon - this provides a hint how to |
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| 80 | * tessellate the contours; see gluTessNormal in red book or man pages. |
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| 81 | * GWM July 2005. Can improve teselation |
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| 82 | * "For example, if you know that all polygons lie in the x-y plane, |
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| 83 | * call gluTessNormal(tess, 0.0, 0.0, 1.0) before rendering any polygons." |
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| 84 | */ |
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| 85 | void setTessellationNormal(const osg::Vec3 norm) { tessNormal=norm;} |
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| 86 | |
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| 87 | osg::Geometry::PrimitiveSetList getContours() { return _Contours;} |
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| 88 | |
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| 89 | struct Prim : public osg::Referenced |
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| 90 | { |
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| 91 | Prim(GLenum mode):_mode(mode) {} |
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| 92 | |
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| 93 | typedef std::vector<osg::Vec3*> VecList; |
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| 94 | |
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| 95 | GLenum _mode; |
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| 96 | VecList _vertices; |
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| 97 | }; |
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| 98 | |
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| 99 | virtual void beginTessellation(); |
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| 100 | |
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| 101 | void beginContour(); |
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| 102 | |
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| 103 | /** Add a vertex to the current contour, see gluTessVertex for details. |
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| 104 | * Note the vertex pointer is returned at the end of tessellation and |
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| 105 | * must not be left dangling or be overwritten until all results are |
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| 106 | * collected. |
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| 107 | */ |
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| 108 | void addVertex(osg::Vec3* vertex); |
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| 109 | |
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| 110 | void endContour(); |
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| 111 | |
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| 112 | void endTessellation(); |
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| 113 | |
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| 114 | typedef std::vector< osg::ref_ptr<Prim> > PrimList; |
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| 115 | |
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| 116 | PrimList& getPrimList() { return _primList; } |
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| 117 | |
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| 118 | void reset(); |
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| 119 | |
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| 120 | protected: |
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| 121 | |
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| 122 | /** remove unused parts of the array, eg for when retessellating |
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| 123 | * tessellation can introduce extra vertices for concave or crossing boundaries, |
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| 124 | * these will leak memory if not removed when retessellating. */ |
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| 125 | void reduceArray(osg::Array * cold, const unsigned int nnu); |
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| 126 | |
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| 127 | void collectTessellation(osg::Geometry &cxgeom, unsigned int originalIndex); |
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| 128 | |
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| 129 | typedef std::map<osg::Vec3*,unsigned int> VertexPtrToIndexMap; |
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| 130 | void addContour(GLenum mode, unsigned int first, unsigned int last, osg::Vec3Array* vertices); |
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| 131 | void addContour(osg::PrimitiveSet* primitive, osg::Vec3Array* vertices); |
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| 132 | void handleNewVertices(osg::Geometry& geom,VertexPtrToIndexMap &vertexPtrToIndexMap); |
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| 133 | |
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| 134 | void begin(GLenum mode); |
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| 135 | void vertex(osg::Vec3* vertex); |
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| 136 | void combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4]); |
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| 137 | void end(); |
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| 138 | void error(GLenum errorCode); |
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| 139 | |
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| 140 | |
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| 141 | static void CALLBACK beginCallback(GLenum which, void* userData); |
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| 142 | static void CALLBACK vertexCallback(GLvoid *data, void* userData); |
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| 143 | static void CALLBACK combineCallback(GLdouble coords[3], void* vertex_data[4], |
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| 144 | GLfloat weight[4], void** outData, |
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| 145 | void* useData); |
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| 146 | static void CALLBACK endCallback(void* userData); |
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| 147 | static void CALLBACK errorCallback(GLenum errorCode, void* userData); |
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| 148 | |
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| 149 | |
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| 150 | struct Vec3d |
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| 151 | { |
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| 152 | double _v[3]; |
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| 153 | }; |
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| 154 | |
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| 155 | |
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| 156 | struct NewVertex |
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| 157 | { |
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| 158 | |
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| 159 | NewVertex(): |
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| 160 | _vpos(0), |
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| 161 | _f1(0), |
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| 162 | _v1(0), |
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| 163 | _f2(0), |
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| 164 | _v2(0), |
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| 165 | _f3(0), |
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| 166 | _v3(0), |
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| 167 | _f4(0), |
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| 168 | _v4(0) {} |
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| 169 | |
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| 170 | NewVertex(const NewVertex& nv): |
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| 171 | _vpos(nv._vpos), |
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| 172 | _f1(nv._f1), |
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| 173 | _v1(nv._v1), |
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| 174 | _f2(nv._f2), |
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| 175 | _v2(nv._v2), |
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| 176 | _f3(nv._f3), |
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| 177 | _v3(nv._v3), |
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| 178 | _f4(nv._f4), |
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| 179 | _v4(nv._v4) {} |
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| 180 | |
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| 181 | NewVertex(osg::Vec3* vx, |
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| 182 | float f1,osg::Vec3* v1, |
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| 183 | float f2,osg::Vec3* v2, |
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| 184 | float f3,osg::Vec3* v3, |
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| 185 | float f4,osg::Vec3* v4): |
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| 186 | _vpos(vx), |
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| 187 | _f1(f1), |
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| 188 | _v1(v1), |
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| 189 | _f2(f2), |
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| 190 | _v2(v2), |
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| 191 | _f3(f3), |
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| 192 | _v3(v3), |
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| 193 | _f4(f4), |
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| 194 | _v4(v4) {} |
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| 195 | |
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| 196 | osg::Vec3 *_vpos; // added gwm Jan 2004 the vertex coords s.t. NewVertex can be used in a std::vector |
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| 197 | |
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| 198 | float _f1; |
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| 199 | osg::Vec3* _v1; |
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| 200 | |
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| 201 | float _f2; |
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| 202 | osg::Vec3* _v2; |
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| 203 | |
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| 204 | float _f3; |
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| 205 | osg::Vec3* _v3; |
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| 206 | |
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| 207 | float _f4; |
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| 208 | osg::Vec3* _v4; |
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| 209 | |
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| 210 | }; |
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| 211 | |
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| 212 | //change NewVertexList from std::map<osg::Vec3*,NewVertex> NewVertexList; |
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| 213 | // because this has undefined order of insertion for new vertices. |
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| 214 | // which occasionally corrupted the texture mapping. |
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| 215 | typedef std::vector<NewVertex> NewVertexList; |
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| 216 | typedef std::vector<Vec3d*> Vec3dList; |
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| 217 | |
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| 218 | osg::GLUtesselator* _tobj; |
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| 219 | |
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| 220 | PrimList _primList; |
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| 221 | Vec3dList _coordData; |
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| 222 | NewVertexList _newVertexList; |
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| 223 | GLenum _errorCode; |
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| 224 | |
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| 225 | /** winding rule, which parts will become solid */ |
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| 226 | WindingType _wtype; |
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| 227 | |
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| 228 | /** tessellation rule, which parts will become solid */ |
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| 229 | TessellationType _ttype; |
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| 230 | |
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| 231 | bool _boundaryOnly; // see gluTessProperty - if true: make the boundary edges only. |
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| 232 | |
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| 233 | /** number of vertices that are part of the 'original' set of contours */ |
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| 234 | unsigned int _numberVerts; |
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| 235 | |
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| 236 | /** List of primitives that define the contours */ |
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| 237 | osg::Geometry::PrimitiveSetList _Contours; |
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| 238 | |
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| 239 | /** count number of primitives in a geometry to get right no. of norms/colurs etc for per_primitive attributes. */ |
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| 240 | unsigned int _index; |
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| 241 | |
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| 242 | /** the gluTessNormal for tessellation hint */ |
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| 243 | osg::Vec3 tessNormal; |
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| 244 | |
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| 245 | /** count of number of extra primitives added */ |
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| 246 | unsigned int _extraPrimitives; |
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| 247 | }; |
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| 248 | |
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| 249 | } |
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| 250 | |
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| 251 | #endif |
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