[WINGDI.H]
[reactos.git] / reactos / dll / win32 / glu32 / libtess / tessmono.c
1 /*
2 ** License Applicability. Except to the extent portions of this file are
3 ** made subject to an alternative license as permitted in the SGI Free
4 ** Software License B, Version 1.1 (the "License"), the contents of this
5 ** file are subject only to the provisions of the License. You may not use
6 ** this file except in compliance with the License. You may obtain a copy
7 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
8 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
9 **
10 ** http://oss.sgi.com/projects/FreeB
11 **
12 ** Note that, as provided in the License, the Software is distributed on an
13 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
14 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
15 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
16 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
17 **
18 ** Original Code. The Original Code is: OpenGL Sample Implementation,
19 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
20 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
21 ** Copyright in any portions created by third parties is as indicated
22 ** elsewhere herein. All Rights Reserved.
23 **
24 ** Additional Notice Provisions: The application programming interfaces
25 ** established by SGI in conjunction with the Original Code are The
26 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
27 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
28 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
29 ** Window System(R) (Version 1.3), released October 19, 1998. This software
30 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation
31 ** published by SGI, but has not been independently verified as being
32 ** compliant with the OpenGL(R) version 1.2.1 Specification.
33 **
34 */
35 /*
36 ** Author: Eric Veach, July 1994.
37 **
38 ** $Date$ $Revision: 1.1 $
39 ** $Header: /cygdrive/c/RCVS/CVS/ReactOS/reactos/lib/glu32/libtess/tessmono.c,v 1.1 2004/02/02 16:39:15 navaraf Exp $
40 */
41
42 #include "gluos.h"
43 #include <stdlib.h>
44 #include "geom.h"
45 #include "mesh.h"
46 #include "tessmono.h"
47 #include <assert.h>
48
49 #define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
50 eDst->Sym->winding += eSrc->Sym->winding)
51
52 /* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
53 * (what else would it do??) The region must consist of a single
54 * loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
55 * case means that any vertical line intersects the interior of the
56 * region in a single interval.
57 *
58 * Tessellation consists of adding interior edges (actually pairs of
59 * half-edges), to split the region into non-overlapping triangles.
60 *
61 * The basic idea is explained in Preparata and Shamos (which I don''t
62 * have handy right now), although their implementation is more
63 * complicated than this one. The are two edge chains, an upper chain
64 * and a lower chain. We process all vertices from both chains in order,
65 * from right to left.
66 *
67 * The algorithm ensures that the following invariant holds after each
68 * vertex is processed: the untessellated region consists of two
69 * chains, where one chain (say the upper) is a single edge, and
70 * the other chain is concave. The left vertex of the single edge
71 * is always to the left of all vertices in the concave chain.
72 *
73 * Each step consists of adding the rightmost unprocessed vertex to one
74 * of the two chains, and forming a fan of triangles from the rightmost
75 * of two chain endpoints. Determining whether we can add each triangle
76 * to the fan is a simple orientation test. By making the fan as large
77 * as possible, we restore the invariant (check it yourself).
78 */
79 int __gl_meshTessellateMonoRegion( GLUface *face )
80 {
81 GLUhalfEdge *up, *lo;
82
83 /* All edges are oriented CCW around the boundary of the region.
84 * First, find the half-edge whose origin vertex is rightmost.
85 * Since the sweep goes from left to right, face->anEdge should
86 * be close to the edge we want.
87 */
88 up = face->anEdge;
89 assert( up->Lnext != up && up->Lnext->Lnext != up );
90
91 for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
92 ;
93 for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
94 ;
95 lo = up->Lprev;
96
97 while( up->Lnext != lo ) {
98 if( VertLeq( up->Dst, lo->Org )) {
99 /* up->Dst is on the left. It is safe to form triangles from lo->Org.
100 * The EdgeGoesLeft test guarantees progress even when some triangles
101 * are CW, given that the upper and lower chains are truly monotone.
102 */
103 while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
104 || EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
105 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
106 if (tempHalfEdge == NULL) return 0;
107 lo = tempHalfEdge->Sym;
108 }
109 lo = lo->Lprev;
110 } else {
111 /* lo->Org is on the left. We can make CCW triangles from up->Dst. */
112 while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
113 || EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
114 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( up, up->Lprev );
115 if (tempHalfEdge == NULL) return 0;
116 up = tempHalfEdge->Sym;
117 }
118 up = up->Lnext;
119 }
120 }
121
122 /* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
123 * can be tessellated in a fan from this leftmost vertex.
124 */
125 assert( lo->Lnext != up );
126 while( lo->Lnext->Lnext != up ) {
127 GLUhalfEdge *tempHalfEdge= __gl_meshConnect( lo->Lnext, lo );
128 if (tempHalfEdge == NULL) return 0;
129 lo = tempHalfEdge->Sym;
130 }
131
132 return 1;
133 }
134
135
136 /* __gl_meshTessellateInterior( mesh ) tessellates each region of
137 * the mesh which is marked "inside" the polygon. Each such region
138 * must be monotone.
139 */
140 int __gl_meshTessellateInterior( GLUmesh *mesh )
141 {
142 GLUface *f, *next;
143
144 /*LINTED*/
145 for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
146 /* Make sure we don''t try to tessellate the new triangles. */
147 next = f->next;
148 if( f->inside ) {
149 if ( !__gl_meshTessellateMonoRegion( f ) ) return 0;
150 }
151 }
152
153 return 1;
154 }
155
156
157 /* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
158 * which are not marked "inside" the polygon. Since further mesh operations
159 * on NULL faces are not allowed, the main purpose is to clean up the
160 * mesh so that exterior loops are not represented in the data structure.
161 */
162 void __gl_meshDiscardExterior( GLUmesh *mesh )
163 {
164 GLUface *f, *next;
165
166 /*LINTED*/
167 for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
168 /* Since f will be destroyed, save its next pointer. */
169 next = f->next;
170 if( ! f->inside ) {
171 __gl_meshZapFace( f );
172 }
173 }
174 }
175
176 #define MARKED_FOR_DELETION 0x7fffffff
177
178 /* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
179 * winding numbers on all edges so that regions marked "inside" the
180 * polygon have a winding number of "value", and regions outside
181 * have a winding number of 0.
182 *
183 * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
184 * separate an interior region from an exterior one.
185 */
186 int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
187 GLboolean keepOnlyBoundary )
188 {
189 GLUhalfEdge *e, *eNext;
190
191 for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
192 eNext = e->next;
193 if( e->Rface->inside != e->Lface->inside ) {
194
195 /* This is a boundary edge (one side is interior, one is exterior). */
196 e->winding = (e->Lface->inside) ? value : -value;
197 } else {
198
199 /* Both regions are interior, or both are exterior. */
200 if( ! keepOnlyBoundary ) {
201 e->winding = 0;
202 } else {
203 if ( !__gl_meshDelete( e ) ) return 0;
204 }
205 }
206 }
207 return 1;
208 }