예제 #1
0
            public virtual void  render(GLUtessellatorImpl tess, Mogre.Utils.GluTesselator.GLUhalfEdge e, long size)
            {
                /* Render as many CCW triangles as possible in a strip starting from
                 * edge "e".  The strip *should* contain exactly "size" triangles
                 * (otherwise we've goofed up somewhere).
                 */
                tess.callBeginOrBeginData(GL.GL_TRIANGLE_STRIP);
                tess.callVertexOrVertexData(e.Org.data);
                tess.callVertexOrVertexData(e.Sym.Org.data);

                while (!Mogre.Utils.GluTesselator.Render.Marked(e.Lface))
                {
                    e.Lface.marked = true;
                    --size;
                    e = e.Lnext.Sym;
                    tess.callVertexOrVertexData(e.Org.data);
                    if (Mogre.Utils.GluTesselator.Render.Marked(e.Lface))
                    {
                        break;
                    }

                    e.Lface.marked = true;
                    --size;
                    e = e.Onext;
                    tess.callVertexOrVertexData(e.Sym.Org.data);
                }

                //assert(size == 0);
                tess.callEndOrEndData();
            }
예제 #2
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        /// <summary>********************* Boundary contour decomposition *****************</summary>

        /* __gl_renderBoundary( tess, mesh ) takes a mesh, and outputs one
         * contour for each face marked "inside".  The rendering output is
         * provided as callbacks (see the api).
         */
        public static void  __gl_renderBoundary(GLUtessellatorImpl tess, Mogre.Utils.GluTesselator.GLUmesh mesh)
        {
            Mogre.Utils.GluTesselator.GLUface     f;
            Mogre.Utils.GluTesselator.GLUhalfEdge e;

            for (f = mesh.fHead.next; f != mesh.fHead; f = f.next)
            {
                if (f.inside)
                {
                    tess.callBeginOrBeginData(GL.GL_LINE_LOOP);
                    e = f.anEdge;
                    do
                    {
                        tess.callVertexOrVertexData(e.Org.data);
                        e = e.Lnext;
                    }while (e != f.anEdge);
                    tess.callEndOrEndData();
                }
            }
        }
예제 #3
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        internal static void  RenderLonelyTriangles(GLUtessellatorImpl tess, Mogre.Utils.GluTesselator.GLUface f)
        {
            /* Now we render all the separate triangles which could not be
             * grouped into a triangle fan or strip.
             */
            Mogre.Utils.GluTesselator.GLUhalfEdge e;
            int newState;
            int edgeState = -1;              /* force edge state output for first vertex */

            tess.callBeginOrBeginData(GL.GL_TRIANGLES);

            for (; f != null; f = f.trail)
            {
                /* Loop once for each edge (there will always be 3 edges) */

                e = f.anEdge;
                do
                {
                    if (tess.flagBoundary)
                    {
                        /* Set the "edge state" to true just before we output the
                         * first vertex of each edge on the polygon boundary.
                         */
                        newState = (!e.Sym.Lface.inside)?1:0;
                        if (edgeState != newState)
                        {
                            edgeState = newState;
                            tess.callEdgeFlagOrEdgeFlagData(edgeState != 0);
                        }
                    }
                    tess.callVertexOrVertexData(e.Org.data);

                    e = e.Lnext;
                }while (e != f.anEdge);
            }
            tess.callEndOrEndData();
        }
예제 #4
0
        /// <summary>********************* Boundary contour decomposition *****************</summary>
        /* __gl_renderBoundary( tess, mesh ) takes a mesh, and outputs one
        * contour for each face marked "inside".  The rendering output is
        * provided as callbacks (see the api).
        */
        public static void __gl_renderBoundary(GLUtessellatorImpl tess, Mogre.Utils.GluTesselator.GLUmesh mesh)
        {
            Mogre.Utils.GluTesselator.GLUface f;
            Mogre.Utils.GluTesselator.GLUhalfEdge e;

            for (f = mesh.fHead.next; f != mesh.fHead; f = f.next)
            {
                if (f.inside)
                {
                    tess.callBeginOrBeginData(GL.GL_LINE_LOOP);
                    e = f.anEdge;
                    do
                    {
                        tess.callVertexOrVertexData(e.Org.data);
                        e = e.Lnext;
                    }
                    while (e != f.anEdge);
                    tess.callEndOrEndData();
                }
            }
        }
예제 #5
0
            public virtual void render(GLUtessellatorImpl tess, Mogre.Utils.GluTesselator.GLUhalfEdge e, long size)
            {
                /* Render as many CCW triangles as possible in a strip starting from
                * edge "e".  The strip *should* contain exactly "size" triangles
                * (otherwise we've goofed up somewhere).
                */
                tess.callBeginOrBeginData(GL.GL_TRIANGLE_STRIP);
                tess.callVertexOrVertexData(e.Org.data);
                tess.callVertexOrVertexData(e.Sym.Org.data);

                while (!Mogre.Utils.GluTesselator.Render.Marked(e.Lface))
                {
                    e.Lface.marked = true;
                    --size;
                    e = e.Lnext.Sym;
                    tess.callVertexOrVertexData(e.Org.data);
                    if (Mogre.Utils.GluTesselator.Render.Marked(e.Lface))
                        break;

                    e.Lface.marked = true;
                    --size;
                    e = e.Onext;
                    tess.callVertexOrVertexData(e.Sym.Org.data);
                }

                //assert(size == 0);
                tess.callEndOrEndData();
            }
예제 #6
0
        internal static void RenderLonelyTriangles(GLUtessellatorImpl tess, Mogre.Utils.GluTesselator.GLUface f)
        {
            /* Now we render all the separate triangles which could not be
            * grouped into a triangle fan or strip.
            */
            Mogre.Utils.GluTesselator.GLUhalfEdge e;
            int newState;
            int edgeState = - 1; /* force edge state output for first vertex */

            tess.callBeginOrBeginData(GL.GL_TRIANGLES);

            for (; f != null; f = f.trail)
            {
                /* Loop once for each edge (there will always be 3 edges) */

                e = f.anEdge;
                do
                {
                    if (tess.flagBoundary)
                    {
                        /* Set the "edge state" to true just before we output the
                        * first vertex of each edge on the polygon boundary.
                        */
                        newState = (!e.Sym.Lface.inside)?1:0;
                        if (edgeState != newState)
                        {
                            edgeState = newState;
                            tess.callEdgeFlagOrEdgeFlagData(edgeState != 0);
                        }
                    }
                    tess.callVertexOrVertexData(e.Org.data);

                    e = e.Lnext;
                }
                while (e != f.anEdge);
            }
            tess.callEndOrEndData();
        }
예제 #7
0
        /* __gl_renderCache( tess ) takes a single contour and tries to render it
        * as a triangle fan.  This handles convex polygons, as well as some
        * non-convex polygons if we get lucky.
        *
        * Returns true if the polygon was successfully rendered.  The rendering
        * output is provided as callbacks (see the api).
        */
        public static bool __gl_renderCache(GLUtessellatorImpl tess)
        {
            Mogre.Utils.GluTesselator.CachedVertex[] v = tess.cache;
            //            CachedVertex vn = v0 + tess.cacheCount;
            int vn = tess.cacheCount;
            //            CachedVertex vc;
            int vc;
            double[] norm = new double[3];
            int sign;

            if (tess.cacheCount < 3)
            {
                /* Degenerate contour -- no output */
                return true;
            }

            norm[0] = tess.normal[0];
            norm[1] = tess.normal[1];
            norm[2] = tess.normal[2];
            if (norm[0] == 0 && norm[1] == 0 && norm[2] == 0)
            {
                ComputeNormal(tess, norm, false);
            }

            sign = ComputeNormal(tess, norm, true);
            if (sign == SIGN_INCONSISTENT)
            {
                /* Fan triangles did not have a consistent orientation */
                return false;
            }
            if (sign == 0)
            {
                /* All triangles were degenerate */
                return true;
            }

            if (!USE_OPTIMIZED_CODE_PATH)
            {
                return false;
            }
            else
            {
                /* Make sure we do the right thing for each winding rule */
                switch (tess.windingRule)
                {

                    case GLU.GLU_TESS_WINDING_ODD:
                    case GLU.GLU_TESS_WINDING_NONZERO:
                        break;

                    case GLU.GLU_TESS_WINDING_POSITIVE:
                        if (sign < 0)
                            return true;
                        break;

                    case GLU.GLU_TESS_WINDING_NEGATIVE:
                        if (sign > 0)
                            return true;
                        break;

                    case GLU.GLU_TESS_WINDING_ABS_GEQ_TWO:
                        return true;
                    }

                tess.callBeginOrBeginData(tess.boundaryOnly?GL.GL_LINE_LOOP:((tess.cacheCount > 3)?GL.GL_TRIANGLE_FAN:GL.GL_TRIANGLES));

                tess.callVertexOrVertexData(v[0].data);
                if (sign > 0)
                {
                    for (vc = 1; vc < vn; ++vc)
                    {
                        tess.callVertexOrVertexData(v[vc].data);
                    }
                }
                else
                {
                    for (vc = vn - 1; vc > 0; --vc)
                    {
                        tess.callVertexOrVertexData(v[vc].data);
                    }
                }
                tess.callEndOrEndData();
                return true;
            }
        }
예제 #8
0
        /* __gl_renderCache( tess ) takes a single contour and tries to render it
         * as a triangle fan.  This handles convex polygons, as well as some
         * non-convex polygons if we get lucky.
         *
         * Returns true if the polygon was successfully rendered.  The rendering
         * output is provided as callbacks (see the api).
         */
        public static bool __gl_renderCache(GLUtessellatorImpl tess)
        {
            Mogre.Utils.GluTesselator.CachedVertex[] v = tess.cache;
            //            CachedVertex vn = v0 + tess.cacheCount;
            int vn = tess.cacheCount;
            //            CachedVertex vc;
            int vc;

            double[] norm = new double[3];
            int      sign;

            if (tess.cacheCount < 3)
            {
                /* Degenerate contour -- no output */
                return(true);
            }

            norm[0] = tess.normal[0];
            norm[1] = tess.normal[1];
            norm[2] = tess.normal[2];
            if (norm[0] == 0 && norm[1] == 0 && norm[2] == 0)
            {
                ComputeNormal(tess, norm, false);
            }

            sign = ComputeNormal(tess, norm, true);
            if (sign == SIGN_INCONSISTENT)
            {
                /* Fan triangles did not have a consistent orientation */
                return(false);
            }
            if (sign == 0)
            {
                /* All triangles were degenerate */
                return(true);
            }

            if (!USE_OPTIMIZED_CODE_PATH)
            {
                return(false);
            }
            else
            {
                /* Make sure we do the right thing for each winding rule */
                switch (tess.windingRule)
                {
                case GLU.GLU_TESS_WINDING_ODD:
                case GLU.GLU_TESS_WINDING_NONZERO:
                    break;

                case GLU.GLU_TESS_WINDING_POSITIVE:
                    if (sign < 0)
                    {
                        return(true);
                    }
                    break;

                case GLU.GLU_TESS_WINDING_NEGATIVE:
                    if (sign > 0)
                    {
                        return(true);
                    }
                    break;

                case GLU.GLU_TESS_WINDING_ABS_GEQ_TWO:
                    return(true);
                }

                tess.callBeginOrBeginData(tess.boundaryOnly?GL.GL_LINE_LOOP:((tess.cacheCount > 3)?GL.GL_TRIANGLE_FAN:GL.GL_TRIANGLES));

                tess.callVertexOrVertexData(v[0].data);
                if (sign > 0)
                {
                    for (vc = 1; vc < vn; ++vc)
                    {
                        tess.callVertexOrVertexData(v[vc].data);
                    }
                }
                else
                {
                    for (vc = vn - 1; vc > 0; --vc)
                    {
                        tess.callVertexOrVertexData(v[vc].data);
                    }
                }
                tess.callEndOrEndData();
                return(true);
            }
        }