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#ifdef _WIN32
#include <windows.h>
#endif
#ifdef __APPLE__
// If we're on Apple then use the mangled Mesa GLU functions since it's
// not readily apparent where else we can find them.
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
#include <snprintf.h>
#include <map>
// ****************************************************************************
// Class: VertexManager
//
// Purpose:
// This class manages inserts into a vtkPoints object to make sure that the
// points are unique.
//
// Notes:
//
// Programmer: Brad Whitlock
// Creation: Wed Mar 7 08:58:03 PDT 2007
//
// Modifications:
//
// ****************************************************************************
class VertexManager
{
public:
VertexManager(vtkPoints *pts)
{
points = pts;
}
~VertexManager()
{
}
int GetVertexId(const GLdouble *vert)
{
char keystr[200];
SNPRINTF(keystr, 200, "%12.12e,%12.12e,%12.12e", vert[0], vert[1], vert[2]);
std::string key(keystr);
int ret;
std::map<std::string, int>::const_iterator pos =
vertexNamesToIndex.find(key);
if(pos != vertexNamesToIndex.end())
{
ret = pos->second;
}
else
{
int index = points->GetNumberOfPoints();
points->InsertNextPoint((const double *)vert);
vertexNamesToIndex[key] = index;
ret = index;
}
return ret;
}
private:
vtkPoints *points; // Does not own this pointer.
std::map<std::string, int> vertexNamesToIndex;
};
// ****************************************************************************
// Class: PolygonToTriangles
//
// Purpose:
// This class contains a GLU tessellator object that can convert polygons
// into triangles. This class provides encapsulation and a mechanism for
// the resulting triangles to be read out and used.
//
// Notes:
//
// Programmer: Brad Whitlock
// Creation: Wed Mar 7 08:59:04 PDT 2007
//
// Modifications:
// Eric Brugger, Tue Mar 13 15:50:51 PDT 2007
// Added coding specific to gcc 3.2 to get around a compiler bug.
//
// Kathleen Bonnell, Thu Mar 29 09:01:59 PDT 2007
// Added WIN32 specific code.
//
// Kathleen Bonnell, Mon Oct 1 07:50:46 PDT 2007
// Added SetNormal and ClearTriangles methods.
//
// ****************************************************************************
class PolygonToTriangles
{
public:
PolygonToTriangles(VertexManager *tuv) : vertexAllocs()
{
tessMode = GL_TRIANGLES;
vertexMgr = tuv;
nTrianglesInPolygon = 0;
// Create a tessellator object and set up its callbacks.
tess = gluNewTess();
#if defined(__GNUC__) && (__GNUC__ == 3 && __GNUC_MINOR__ == 2 && __GNUC_PATCHLEVEL__ == 0)
gluTessCallback(tess, GLU_TESS_VERTEX_DATA, (GLvoid (*)(...))vertexCallback);
gluTessCallback(tess, GLU_TESS_BEGIN_DATA, (GLvoid (*)(...))beginCallback);
gluTessCallback(tess, GLU_TESS_END_DATA, (GLvoid (*)(...))endCallback);
gluTessCallback(tess, GLU_TESS_COMBINE_DATA, (GLvoid (*)(...))combineCallback);
#elif defined(_WIN32)
gluTessCallback(tess, GLU_TESS_VERTEX_DATA, (VOID (CALLBACK *)())vertexCallback);
gluTessCallback(tess, GLU_TESS_BEGIN_DATA, (VOID (CALLBACK *)())beginCallback);
gluTessCallback(tess, GLU_TESS_END_DATA, (VOID (CALLBACK *)())endCallback);
gluTessCallback(tess, GLU_TESS_COMBINE_DATA, (VOID (CALLBACK *)())combineCallback);
#else
gluTessCallback(tess, GLU_TESS_VERTEX_DATA, (GLvoid (*)())vertexCallback);
gluTessCallback(tess, GLU_TESS_BEGIN_DATA, (GLvoid (*)())beginCallback);
gluTessCallback(tess, GLU_TESS_END_DATA, (GLvoid (*)())endCallback);
gluTessCallback(tess, GLU_TESS_COMBINE_DATA, (GLvoid (*)())combineCallback);
#endif
gluTessNormal(tess, 0, 0, 1);
gluTessProperty(tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
gluTessProperty(tess, GLU_TESS_TOLERANCE, 0.);
}
~PolygonToTriangles()
{
// Free all of the vertices that we allocated for the tessellator.
for(size_t i = 0; i < vertexAllocs.size(); ++i)
free(vertexAllocs[i]);
vertexAllocs.clear();
gluDeleteTess(tess);
}
void SetNormal(const double*n)
{
gluTessNormal(tess, n[0], n[1], n[2]);
}
void BeginPolygon()
{
nTrianglesInPolygon = 0;
gluTessBeginPolygon(tess, (void *)this);
}
void BeginContour()
{
gluTessBeginContour(tess);
}
void AddVertex(const double *pt)
{
GLdouble *newPt = AllocateVertex();
newPt[0] = pt[0];
newPt[1] = pt[1];
newPt[2] = pt[2];
gluTessVertex(tess, newPt, newPt);
}
void EndContour()
{
gluTessEndContour(tess);
}
void EndPolygon()
{
gluTessEndPolygon(tess);
}
int GetNumTrianglesInLastPolygon() const
{
return nTrianglesInPolygon;
}
int GetNumTriangles() const
{
return triangles.size() / 3;
}
bool GetTriangle(int t, int &a, int &b, int &c) const
{
bool ret;
if((ret = (t >= 0 && t < (int)triangles.size())) == true)
{
a = triangles[t*3];
b = triangles[t*3+1];
c = triangles[t*3+2];
}
return ret;
}
void ClearTriangles()
{
nTrianglesInPolygon = 0;
triangles.clear();
intermediateVertexIds.clear();
}
private:
// Allocates vertex memory and logs it for deletion later.
GLdouble *AllocateVertex()
{
GLdouble *arr = (GLdouble *)malloc(sizeof(GLdouble) * 3);
vertexAllocs.push_back(arr);
return arr;
}
int GetVertexId(GLdouble *vertex)
{
// Adds a vertex index using the vertex manager. This can
// cause the VTK points to grow.
int id = vertexMgr->GetVertexId(vertex);
return id;
}
void AddTriangle(int a, int b, int c)
{
nTrianglesInPolygon ++;
triangles.push_back(a);
triangles.push_back(b);
triangles.push_back(c);
}
// GLU tess callbacks
static void beginCallback(GLenum w, void *cbdata);
static void endCallback(void *cbdata);
static void vertexCallback(GLvoid *vertex, void *cbdata);
static void combineCallback(GLdouble coords[3],
void *vertex_data[4],
GLfloat weight[4], void **dataOut,
void *cbdata);
GLUtesselator *tess;
GLenum tessMode;
VertexManager *vertexMgr;
std::vector<int> intermediateVertexIds;
int nTrianglesInPolygon;
// List of triangles created over many calls to
std::vector<int> triangles;
// For vertices allocated due to tesselation
std::vector<GLdouble *> vertexAllocs;
};
// ****************************************************************************
// Method: PolygonToTriangles::beginCallback
//
// Purpose:
// Begin callback for the tessellator.
//
// Arguments:
// w : The type of primitives being created (TRIANGLES, TRIANGLE_STRIP,
// TRIANGLE_FAN)
// cbdata : Callback data that points to "this".
//
// Programmer: Brad Whitlock
// Creation: Wed Mar 7 09:01:13 PDT 2007
//
// Modifications:
//
// ****************************************************************************
void
PolygonToTriangles::beginCallback(GLenum w, void *cbdata)
{
PolygonToTriangles *This = (PolygonToTriangles *)cbdata;
This->tessMode = w;
This->intermediateVertexIds.clear();
}
// ****************************************************************************
// Method: PolygonToTriangles::endCallback
//
// Purpose:
// End callback for the tessellator. Translates intermediate vertices and
// drawing mode into triangle definitions.
//
// Arguments:
// w : The type of primitives being created (TRIANGLES, TRIANGLE_STRIP,
// TRIANGLE_FAN)
// cbdata : Callback data that points to "this".
//
// Programmer: Brad Whitlock
// Creation: Wed Mar 7 09:01:13 PDT 2007
//
// Modifications:
//
// ****************************************************************************
void
PolygonToTriangles::endCallback(void *cbdata)
{
PolygonToTriangles *This = (PolygonToTriangles *)cbdata;
// Use the tessMode, intermediateVertexIds, and the vertexList to
// create triangles that get put into triangleList.
if(This->tessMode == GL_TRIANGLES)
{
for(unsigned int i = 0; i < This->intermediateVertexIds.size(); i += 3)
{
// Prevent degenerate triangles
int a = This->intermediateVertexIds[i];
int b = This->intermediateVertexIds[i+1];
int c = This->intermediateVertexIds[i+2];
if(a == b || b == c || a == c)
continue;
This->AddTriangle(a, b, c);
}
}
else if(This->tessMode == GL_TRIANGLE_STRIP)
{
for(unsigned int i = 2; i < This->intermediateVertexIds.size(); ++i)
{
int N = i-2;
int N_1 = i-1;
int N_2 = i;
// Prevent degenerate triangles
int a = This->intermediateVertexIds[N];
int b = This->intermediateVertexIds[N_1];
int c = This->intermediateVertexIds[N_2];
if(a == b || b == c || a == c)
continue;
This->AddTriangle(a, b, c);
}
}
else if(This->tessMode == GL_TRIANGLE_FAN)
{
for(unsigned int i = 2; i < This->intermediateVertexIds.size(); ++i)
{
int N = 0;
int N_1 = i-1;
int N_2 = i;
// Prevent degenerate triangles
int a = This->intermediateVertexIds[N];
int b = This->intermediateVertexIds[N_1];
int c = This->intermediateVertexIds[N_2];
if(a == b || b == c || a == c)
continue;
This->AddTriangle(a, b, c);
}
}
}
// ****************************************************************************
// Method: PolygonToTriangles::vertexCallback
//
// Purpose:
// Vertex callback for the tessellator. This method uses the unique vertex
// object to translate the vertex into a vertex id (storing the vertex into
// the vtkPoints, if needed) and stores that id into the intermediate vertex
// ids that will be used to create triangle connectivity.
//
// Arguments:
// vertex : The triangle vertex.
// cbdata : Callback data that points to "this".
//
// Programmer: Brad Whitlock
// Creation: Wed Mar 7 09:01:13 PDT 2007
//
// Modifications:
//
// ****************************************************************************
void
PolygonToTriangles::vertexCallback(GLvoid *vertex, void *cbdata)
{
GLdouble *p = (GLdouble *)vertex;
PolygonToTriangles *This = (PolygonToTriangles *)cbdata;
// Add the vertex to the list of vertices.
This->intermediateVertexIds.push_back(This->GetVertexId(p));
}
// ****************************************************************************
// Method: PolygonToTriangles::combineCallback
//
// Purpose:
// Combine callback for the tessellator that gets called when vertices need
// to be combined.
//
// Programmer: Brad Whitlock
// Creation: Wed Mar 7 09:07:03 PDT 2007
//
// Modifications:
//
// ****************************************************************************
void
PolygonToTriangles::combineCallback(GLdouble coords[3],
void *vertex_data[4],
GLfloat weight[4], void **dataOut, void *cbdata)
{
PolygonToTriangles *This = (PolygonToTriangles *)cbdata;
GLdouble *vertex = This->AllocateVertex();
// Blend the height data for the vertex.
GLdouble **vd = (GLdouble **)vertex_data;
for(int i = 0; i < 3; ++i)
{
double a = (vertex_data[0]!=0) ? (weight[0] * vd[0][i]) : 0.;
double b = (vertex_data[1]!=0) ? (weight[1] * vd[1][i]) : 0.;
double c = (vertex_data[2]!=0) ? (weight[2] * vd[2][i]) : 0.;
double d = (vertex_data[3]!=0) ? (weight[3] * vd[3][i]) : 0.;
vertex[i] = a + b + c + d;
}
*dataOut = vertex;
}
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