/* * A demo of the GLU polygon tesselation functions written by Bogdan Sikorski. * Updated for GLU 1.3 tessellation by Gareth Hughes */ #include #include #include #include #define MAX_POINTS 256 #define MAX_CONTOURS 32 #define MAX_TRIANGLES 256 #ifndef GLCALLBACK #ifdef CALLBACK #define GLCALLBACK CALLBACK #else #define GLCALLBACK #endif #endif #ifdef GLU_VERSION_1_2 typedef enum{ QUIT, TESSELATE, CLEAR } menu_entries; typedef enum{ DEFINE, TESSELATED } mode_type; static GLsizei width, height; static GLuint contour_cnt; static GLuint triangle_cnt; static mode_type mode; static int menu; static GLuint list_start; static GLfloat edge_color[3]; static struct { GLfloat p[MAX_POINTS][2]; GLuint point_cnt; } contours[MAX_CONTOURS]; static struct { GLsizei no; GLfloat p[3][2]; GLclampf color[3][3]; } triangles[MAX_TRIANGLES]; static void GLCALLBACK error_callback( GLenum err ) { int len, i; char const *str; glColor3f( 0.9, 0.9, 0.9 ); glRasterPos2i( 5, 5 ); str = (const char *) gluErrorString( err ); len = strlen( str ); for ( i = 0 ; i < len ; i++ ) { glutBitmapCharacter( GLUT_BITMAP_9_BY_15, str[i] ); } } static void GLCALLBACK begin_callback( GLenum mode ) { /* Allow multiple triangles to be output inside the begin/end pair. */ triangle_cnt = 0; triangles[triangle_cnt].no = 0; } static void GLCALLBACK edge_callback( GLenum flag ) { /* Persist the edge flag across triangles. */ if ( flag == GL_TRUE ) { edge_color[0] = 1.0; edge_color[1] = 1.0; edge_color[2] = 0.5; } else { edge_color[0] = 1.0; edge_color[1] = 0.0; edge_color[2] = 0.0; } } static void GLCALLBACK end_callback() { GLuint i; glBegin( GL_LINES ); /* Output the three edges of each triangle as lines colored according to their edge flag. */ for ( i = 0 ; i < triangle_cnt ; i++ ) { glColor3f( triangles[i].color[0][0], triangles[i].color[0][1], triangles[i].color[0][2] ); glVertex2f( triangles[i].p[0][0], triangles[i].p[0][1] ); glVertex2f( triangles[i].p[1][0], triangles[i].p[1][1] ); glColor3f( triangles[i].color[1][0], triangles[i].color[1][1], triangles[i].color[1][2] ); glVertex2f( triangles[i].p[1][0], triangles[i].p[1][1] ); glVertex2f( triangles[i].p[2][0], triangles[i].p[2][1] ); glColor3f( triangles[i].color[2][0], triangles[i].color[2][1], triangles[i].color[2][2] ); glVertex2f( triangles[i].p[2][0], triangles[i].p[2][1] ); glVertex2f( triangles[i].p[0][0], triangles[i].p[0][1] ); } glEnd(); } static void GLCALLBACK vertex_callback( void *data ) { GLsizei no; GLfloat *p; p = (GLfloat *) data; no = triangles[triangle_cnt].no; triangles[triangle_cnt].p[no][0] = p[0]; triangles[triangle_cnt].p[no][1] = p[1]; triangles[triangle_cnt].color[no][0] = edge_color[0]; triangles[triangle_cnt].color[no][1] = edge_color[1]; triangles[triangle_cnt].color[no][2] = edge_color[2]; /* After every three vertices, initialize the next triangle. */ if ( ++(triangles[triangle_cnt].no) == 3 ) { triangle_cnt++; triangles[triangle_cnt].no = 0; } } static void GLCALLBACK combine_callback( GLdouble coords[3], GLdouble *vertex_data[4], GLfloat weight[4], void **data ) { GLfloat *vertex; vertex = (GLfloat *) malloc( 2 * sizeof(GLfloat) ); vertex[0] = (GLfloat) coords[0]; vertex[1] = (GLfloat) coords[1]; *data = vertex; } static void set_screen_wh( GLsizei w, GLsizei h ) { width = w; height = h; } typedef void (GLAPIENTRY *callback_t)(); static void tesse( void ) { GLUtesselator *tobj; GLdouble data[3]; GLuint i, j, point_cnt; list_start = glGenLists( 2 ); tobj = gluNewTess(); if ( tobj != NULL ) { gluTessNormal( tobj, 0.0, 0.0, 1.0 ); gluTessCallback( tobj, GLU_TESS_BEGIN, (callback_t) glBegin ); gluTessCallback( tobj, GLU_TESS_VERTEX, (callback_t) glVertex2fv ); gluTessCallback( tobj, GLU_TESS_END, (callback_t) glEnd ); gluTessCallback( tobj, GLU_TESS_ERROR, (callback_t) error_callback ); gluTessCallback( tobj, GLU_TESS_COMBINE, (callback_t) combine_callback ); glNewList( list_start, GL_COMPILE ); gluBeginPolygon( tobj ); for ( j = 0 ; j <= contour_cnt ; j++ ) { point_cnt = contours[j].point_cnt; gluNextContour( tobj, GLU_UNKNOWN ); for ( i = 0 ; i < point_cnt ; i++ ) { data[0] = (GLdouble)( contours[j].p[i][0] ); data[1] = (GLdouble)( contours[j].p[i][1] ); data[2] = 0.0; gluTessVertex( tobj, data, contours[j].p[i] ); } } gluEndPolygon( tobj ); glEndList(); gluTessCallback( tobj, GLU_TESS_BEGIN, (callback_t) begin_callback ); gluTessCallback( tobj, GLU_TESS_VERTEX, (callback_t) vertex_callback ); gluTessCallback( tobj, GLU_TESS_END, (callback_t) end_callback ); gluTessCallback( tobj, GLU_TESS_EDGE_FLAG, (callback_t) edge_callback ); glNewList( list_start + 1, GL_COMPILE ); gluBeginPolygon( tobj ); for ( j = 0 ; j <= contour_cnt ; j++ ) { point_cnt = contours[j].point_cnt; gluNextContour( tobj, GLU_UNKNOWN ); for ( i = 0 ; i < point_cnt ; i++ ) { data[0] = (GLdouble)( contours[j].p[i][0] ); data[1] = (GLdouble)( contours[j].p[i][1] ); data[2] = 0.0; gluTessVertex( tobj, data, contours[j].p[i] ); } } gluEndPolygon( tobj ); glEndList(); gluDeleteTess( tobj ); glutMouseFunc( NULL ); mode = TESSELATED; } } static void left_down( int x1, int y1 ) { GLfloat P[2]; GLuint point_cnt; /* translate GLUT into GL coordinates */ P[0] = x1; P[1] = height - y1; point_cnt = contours[contour_cnt].point_cnt; contours[contour_cnt].p[point_cnt][0] = P[0]; contours[contour_cnt].p[point_cnt][1] = P[1]; glBegin( GL_LINES ); if ( point_cnt ) { glVertex2fv( contours[contour_cnt].p[point_cnt-1] ); glVertex2fv( P ); } else { glVertex2fv( P ); glVertex2fv( P ); } glEnd(); glFinish(); contours[contour_cnt].point_cnt++; } static void middle_down( int x1, int y1 ) { GLuint point_cnt; (void) x1; (void) y1; point_cnt = contours[contour_cnt].point_cnt; if ( point_cnt > 2 ) { glBegin( GL_LINES ); glVertex2fv( contours[contour_cnt].p[0] ); glVertex2fv( contours[contour_cnt].p[point_cnt-1] ); contours[contour_cnt].p[point_cnt][0] = -1; glEnd(); glFinish(); contour_cnt++; contours[contour_cnt].point_cnt = 0; } } static void mouse_clicked( int button, int state, int x, int y ) { x -= x%10; y -= y%10; switch ( button ) { case GLUT_LEFT_BUTTON: if ( state == GLUT_DOWN ) { left_down( x, y ); } break; case GLUT_MIDDLE_BUTTON: if ( state == GLUT_DOWN ) { middle_down( x, y ); } break; } } static void display( void ) { GLuint i,j; GLsizei ii, jj; GLuint point_cnt; glClear( GL_COLOR_BUFFER_BIT ); switch ( mode ) { case DEFINE: /* draw grid */ glColor3f( 0.6, 0.5, 0.5 ); glBegin( GL_LINES ); for ( ii = 0 ; ii < width ; ii += 10 ) { for ( jj = 0 ; jj < height ; jj += 10 ) { glVertex2i( 0, jj ); glVertex2i( width, jj ); glVertex2i( ii, height ); glVertex2i( ii, 0 ); } } glEnd(); glColor3f( 1.0, 1.0, 0.0 ); for ( i = 0 ; i <= contour_cnt ; i++ ) { point_cnt = contours[i].point_cnt; glBegin( GL_LINES ); switch ( point_cnt ) { case 0: break; case 1: glVertex2fv( contours[i].p[0] ); glVertex2fv( contours[i].p[0] ); break; case 2: glVertex2fv( contours[i].p[0] ); glVertex2fv( contours[i].p[1] ); break; default: --point_cnt; for ( j = 0 ; j < point_cnt ; j++ ) { glVertex2fv( contours[i].p[j] ); glVertex2fv( contours[i].p[j+1] ); } if ( contours[i].p[j+1][0] == -1 ) { glVertex2fv( contours[i].p[0] ); glVertex2fv( contours[i].p[j] ); } break; } glEnd(); } glFinish(); break; case TESSELATED: /* draw triangles */ glColor3f( 0.7, 0.7, 0.0 ); glCallList( list_start ); glLineWidth( 2.0 ); glCallList( list_start + 1 ); glLineWidth( 1.0 ); glFlush(); break; } glColor3f( 1.0, 1.0, 0.0 ); } static void clear( void ) { contour_cnt = 0; contours[0].point_cnt = 0; triangle_cnt = 0; glutMouseFunc( mouse_clicked ); mode = DEFINE; glDeleteLists( list_start, 2 ); list_start = 0; } static void quit( void ) { exit( 0 ); } static void menu_selected( int entry ) { switch ( entry ) { case CLEAR: clear(); break; case TESSELATE: tesse(); break; case QUIT: quit(); break; } glutPostRedisplay(); } static void key_pressed( unsigned char key, int x, int y ) { (void) x; (void) y; switch ( key ) { case 'c': case 'C': clear(); break; case 't': case 'T': tesse(); break; case 27: case 'q': case 'Q': quit(); break; } glutPostRedisplay(); } static void myinit( void ) { /* clear background to gray */ glClearColor( 0.4, 0.4, 0.4, 0.0 ); glShadeModel( GL_FLAT ); glPolygonMode( GL_FRONT, GL_FILL ); menu = glutCreateMenu( menu_selected ); glutAddMenuEntry( "clear", CLEAR ); glutAddMenuEntry( "tesselate", TESSELATE ); glutAddMenuEntry( "quit", QUIT ); glutAttachMenu( GLUT_RIGHT_BUTTON ); glutMouseFunc( mouse_clicked ); glutKeyboardFunc( key_pressed ); contour_cnt = 0; mode = DEFINE; } static void reshape( GLsizei w, GLsizei h ) { glViewport( 0, 0, w, h ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( 0.0, (GLdouble)w, 0.0, (GLdouble)h, -1.0, 1.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); set_screen_wh( w, h ); } #endif static void usage( void ) { printf( "Use left mouse button to place vertices.\n" ); printf( "Press middle mouse button when done.\n" ); printf( "Select tesselate from the pop-up menu.\n" ); } int main( int argc, char **argv ) { const char *version = (const char *) gluGetString( GLU_VERSION ); printf( "GLU version string: %s\n", version ); if ( strstr( version, "1.0" ) || strstr( version, "1.1" ) ) { fprintf( stderr, "Sorry, this demo reqiures GLU 1.2 or later.\n" ); exit( 1 ); } usage(); glutInit( &argc, argv ); glutInitDisplayMode( GLUT_SINGLE | GLUT_RGB ); glutInitWindowPosition(0, 0); glutInitWindowSize( 400, 400 ); glutCreateWindow( argv[0] ); /* GH: Bit of a hack... */ #ifdef GLU_VERSION_1_2 myinit(); glutDisplayFunc( display ); glutReshapeFunc( reshape ); glutMainLoop(); #endif return 0; }