Merge branch 'tessellation' into nostencil

Conflicts:
	include/llmr/renderer/fill_bucket.hpp
	src/renderer/painter.cpp
This commit is contained in:
Konstantin Käfer
2014-02-26 10:44:09 +01:00
28 changed files with 5521 additions and 121 deletions

View File

@@ -6,7 +6,7 @@
'CLANG_CXX_LANGUAGE_STANDARD':'c++11',
'GCC_VERSION': 'com.apple.compilers.llvm.clang.1_0',
},
'cflags':['-std=c++11'],
'cflags_cc': ['-std=c++11'],
'configurations': {
'Debug': {
'cflags': [ '-g', '-O0', '-I<(boost_root)/include' ],

View File

@@ -0,0 +1,25 @@
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.

209
include/libtess2/tesselator.h Executable file
View File

@@ -0,0 +1,209 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Mikko Mononen, July 2009.
*/
#ifndef TESSELATOR_H
#define TESSELATOR_H
#ifdef __cplusplus
extern "C" {
#endif
// See OpenGL Red Book for description of the winding rules
// http://www.glprogramming.com/red/chapter11.html
enum TessWindingRule
{
TESS_WINDING_ODD,
TESS_WINDING_NONZERO,
TESS_WINDING_POSITIVE,
TESS_WINDING_NEGATIVE,
TESS_WINDING_ABS_GEQ_TWO,
};
// The contents of the tessGetElements() depends on element type being passed to tessTesselate().
// Tesselation result element types:
// TESS_POLYGONS
// Each element in the element array is polygon defined as 'polySize' number of vertex indices.
// If a polygon has than 'polySize' vertices, the remaining indices are stored as TESS_UNDEF.
// Example, drawing a polygon:
// const int nelems = tessGetElementCount(tess);
// const TESSindex* elems = tessGetElements(tess);
// for (int i = 0; i < nelems; i++) {
// const TESSindex* poly = &elems[i * polySize];
// glBegin(GL_POLYGON);
// for (int j = 0; j < polySize; j++) {
// if (poly[j] == TESS_UNDEF) break;
// glVertex2fv(&verts[poly[j]*vertexSize]);
// }
// glEnd();
// }
//
// TESS_CONNECTED_POLYGONS
// Each element in the element array is polygon defined as 'polySize' number of vertex indices,
// followed by 'polySize' indices to neighour polygons, that is each element is 'polySize' * 2 indices.
// If a polygon has than 'polySize' vertices, the remaining indices are stored as TESS_UNDEF.
// If a polygon edge is a boundary, that is, not connected to another polygon, the neighbour index is TESS_UNDEF.
// Example, flood fill based on seed polygon:
// const int nelems = tessGetElementCount(tess);
// const TESSindex* elems = tessGetElements(tess);
// unsigned char* visited = (unsigned char*)calloc(nelems);
// TESSindex stack[50];
// int nstack = 0;
// stack[nstack++] = seedPoly;
// visited[startPoly] = 1;
// while (nstack > 0) {
// TESSindex idx = stack[--nstack];
// const TESSindex* poly = &elems[idx * polySize * 2];
// const TESSindex* nei = &poly[polySize];
// for (int i = 0; i < polySize; i++) {
// if (poly[i] == TESS_UNDEF) break;
// if (nei[i] != TESS_UNDEF && !visited[nei[i]])
// stack[nstack++] = nei[i];
// visited[nei[i]] = 1;
// }
// }
// }
//
// TESS_BOUNDARY_CONTOURS
// Each element in the element array is [base index, count] pair defining a range of vertices for a contour.
// The first value is index to first vertex in contour and the second value is number of vertices in the contour.
// Example, drawing contours:
// const int nelems = tessGetElementCount(tess);
// const TESSindex* elems = tessGetElements(tess);
// for (int i = 0; i < nelems; i++) {
// const TESSindex base = elems[i * 2];
// const TESSindex count = elems[i * 2 + 1];
// glBegin(GL_LINE_LOOP);
// for (int j = 0; j < count; j++) {
// glVertex2fv(&verts[(base+count) * vertexSize]);
// }
// glEnd();
// }
//
enum TessElementType
{
TESS_POLYGONS,
TESS_CONNECTED_POLYGONS,
TESS_BOUNDARY_CONTOURS,
};
typedef float TESSreal;
typedef int TESSindex;
typedef struct TESStesselator TESStesselator;
typedef struct TESSalloc TESSalloc;
#define TESS_UNDEF (~(TESSindex)0)
// Custom memory allocator interface.
// The internal memory allocator allocates mesh edges, vertices and faces
// as well as dictionary nodes and active regions in buckets and uses simple
// freelist to speed up the allocation. The bucket size should roughly match your
// expected input data. For example if you process only hundreds of vertices,
// a bucket size of 128 might be ok, where as when processing thousands of vertices
// bucket size of 1024 might be approproate. The bucket size is a compromise between
// how often to allocate memory from the system versus how much extra space the system
// should allocate. Reasonable defaults are show in commects below, they will be used if
// the bucket sizes are zero.
//
// The use may left the memrealloc to be null. In that case, the tesselator will not try to
// dynamically grow int's internal arrays. The tesselator only needs the reallocation when it
// has found intersecting segments and needs to add new vertex. This defency can be cured by
// allocating some extra vertices beforehand. The 'extraVertices' variable allows to specify
// number of expected extra vertices.
struct TESSalloc
{
void *(*memalloc)( void *userData, unsigned int size );
void *(*memrealloc)( void *userData, void* ptr, unsigned int size );
void (*memfree)( void *userData, void *ptr );
void* userData; // User data passed to the allocator functions.
int meshEdgeBucketSize; // 512
int meshVertexBucketSize; // 512
int meshFaceBucketSize; // 256
int dictNodeBucketSize; // 512
int regionBucketSize; // 256
int extraVertices; // Number of extra vertices allocated for the priority queue.
};
// tessNewTess() - Creates a new tesselator.
// Use tessDeleteTess() to delete the tesselator.
// Returns:
// new tesselator object.
TESStesselator* tessNewTess( TESSalloc* alloc );
// tessDeleteTess() - Deletes a tesselator.
// Parameters:
// tess - pointer to tesselator object to be deleted.
void tessDeleteTess( TESStesselator *tess );
// tessAddContour() - Adds a contour to be tesselated.
// The type of the vertex coordinates is assumed to be TESSreal.
// Parameters:
// tess - pointer to tesselator object.
// size - number of coordinates per vertex. Must be 2 or 3.
// pointer - pointer to the first coordinate of the first vertex in the array.
// stride - defines offset in bytes between consecutive vertices.
// count - number of vertices in contour.
void tessAddContour( TESStesselator *tess, int size, const void* pointer, int stride, int count );
// tessTesselate() - tesselate contours.
// Parameters:
// tess - pointer to tesselator object.
// windingRule - winding rules used for tesselation, must be one of TessWindingRule.
// elementType - defines the tesselation result element type, must be one of TessElementType.
// polySize - defines maximum vertices per polygons if output is polygons.
// vertexSize - defines the number of coordinates in tesselation result vertex, must be 2 or 3.
// normal - defines the normal of the input contours, of null the normal is calculated automatically.
// Returns:
// 1 if succeed, 0 if failed.
int tessTesselate( TESStesselator *tess, int windingRule, int elementType, int polySize, int vertexSize, const TESSreal* normal );
// tessGetVertexCount() - Returns number of vertices in the tesselated output.
int tessGetVertexCount( TESStesselator *tess );
// tessGetVertices() - Returns pointer to first coordinate of first vertex.
const TESSreal* tessGetVertices( TESStesselator *tess );
// tessGetVertexIndices() - Returns pointer to first vertex index.
// Vertex indices can be used to map the generated vertices to the original vertices.
// Every point added using tessAddContour() will get a new index starting at 0.
// New vertices generated at the intersections of segments are assigned value TESS_UNDEF.
const TESSindex* tessGetVertexIndices( TESStesselator *tess );
// tessGetElementCount() - Returns number of elements in the the tesselated output.
int tessGetElementCount( TESStesselator *tess );
// tessGetElements() - Returns pointer to the first element.
const TESSindex* tessGetElements( TESStesselator *tess );
#ifdef __cplusplus
};
#endif
#endif // TESSELATOR_H

View File

@@ -2,15 +2,12 @@
#define LLMR_GEOMETRY_TRIANGLE_ELEMENTS_BUFFER
#include <llmr/geometry/buffer.hpp>
#include <llmr/geometry/vao.hpp>
namespace llmr {
template <typename Shader>
class VertexArrayObject;
template <typename Shader>
struct ElementGroup {
VertexArrayObject<Shader> array;
VertexArrayObject array;
uint32_t vertex_length;
uint32_t elements_length;

View File

@@ -7,18 +7,26 @@
namespace llmr {
template <typename Shader>
class VertexArrayObject {
public:
template <typename VertexBuffer>
template <typename Shader, typename VertexBuffer>
void bind(Shader& shader, VertexBuffer& vertex_buffer, char *offset) {
if (!vao) {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
} else {
// We have been given the correct information.
glBindVertexArray(vao);
}
if (shader_ptr != &shader) {
if (shader_ptr != nullptr) {
fprintf(stderr, "shader rebind!");
}
vertex_buffer.bind();
shader.bind(offset);
shader_ptr = &shader;
vertex_buffer_ptr = &vertex_buffer;
elements_buffer_ptr = nullptr;
offset_ptr = offset;
@@ -28,22 +36,25 @@ public:
throw std::runtime_error("trying to bind VAO to another elements buffer");
} else if (offset_ptr != offset) {
throw std::runtime_error("trying to bind VAO to another offset");
} else {
// We have been given the correct information.
glBindVertexArray(vao);
}
}
template <typename VertexBuffer, typename ElementsBuffer>
template <typename Shader, typename VertexBuffer, typename ElementsBuffer>
void bind(Shader& shader, VertexBuffer& vertex_buffer, ElementsBuffer& elements_buffer, char *offset) {
if (!vao) {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
} else {
// We have been given the correct information.
glBindVertexArray(vao);
}
if (shader_ptr != &shader) {
vertex_buffer.bind();
elements_buffer.bind();
shader.bind(offset);
shader_ptr = &shader;
vertex_buffer_ptr = &vertex_buffer;
elements_buffer_ptr = &elements_buffer;
offset_ptr = offset;
@@ -53,9 +64,6 @@ public:
throw std::runtime_error("trying to bind VAO to another elements buffer");
} else if (offset_ptr != offset) {
throw std::runtime_error("trying to bind VAO to another offset");
} else {
// We have been given the correct information.
glBindVertexArray(vao);
}
}
@@ -70,6 +78,7 @@ private:
// For debug reasons, we're storing the bind information so that we can
// detect errors and report
void *shader_ptr = nullptr;
void *vertex_buffer_ptr = nullptr;
void *elements_buffer_ptr = nullptr;
char *offset_ptr = 0;

View File

@@ -75,7 +75,7 @@ public:
// Holds the actual geometries in this tile.
DebugFontBuffer debugFontBuffer;
VertexArrayObject<PlainShader> debugFontArray;
VertexArrayObject debugFontArray;
std::shared_ptr<FillVertexBuffer> fillVertexBuffer;
std::shared_ptr<LineVertexBuffer> lineVertexBuffer;

View File

@@ -6,6 +6,8 @@
#include <llmr/geometry/elements_buffer.hpp>
#include <llmr/geometry/fill_buffer.hpp>
#include <libtess2/tesselator.h>
#include <vector>
#include <memory>
@@ -22,31 +24,45 @@ class LineElementsBuffer;
class BucketDescription;
class OutlineShader;
class PlainShader;
class PatternShader;
struct Coordinate;
struct pbf;
class FillBucket : public Bucket {
typedef ElementGroup<PlainShader> triangle_group_type;
typedef ElementGroup<OutlineShader> line_group_type;
static void *alloc(void *data, unsigned int size);
static void *realloc(void *data, void *ptr, unsigned int size);
static void free(void *userData, void *ptr);
typedef ElementGroup triangle_group_type;
typedef ElementGroup line_group_type;
public:
FillBucket(const std::shared_ptr<FillVertexBuffer>& vertexBuffer,
const std::shared_ptr<TriangleElementsBuffer>& triangleElementsBuffer,
const std::shared_ptr<LineElementsBuffer>& lineElementsBuffer,
const BucketDescription& bucket_desc);
~FillBucket();
virtual void render(Painter& painter, const std::string& layer_name, const Tile::ID& id);
void addGeometry(pbf& data);
void addGeometry(const std::vector<Coordinate>& line);
void addGeometry(const std::vector<std::vector<TESSreal>>& lines);
bool empty() const;
void tessellate();
void drawElements(PlainShader& shader);
void drawElements(PatternShader& shader);
void drawVertices(OutlineShader& shader);
public:
const BucketGeometryDescription geom_desc;
private:
TESSalloc *allocator;
TESStesselator *tesselator;
std::shared_ptr<FillVertexBuffer> vertexBuffer;
std::shared_ptr<TriangleElementsBuffer> triangleElementsBuffer;
std::shared_ptr<LineElementsBuffer> lineElementsBuffer;
@@ -55,9 +71,17 @@ private:
const size_t vertex_start;
const size_t triangle_elements_start;
const size_t line_elements_start;
VertexArrayObject<OutlineShader> array;
VertexArrayObject array;
std::vector<triangle_group_type> triangleGroups;
std::vector<line_group_type> lineGroups;
std::vector<TESSreal> line;
bool hasVertices = false;
static const int vertexSize = 2;
static const int stride = sizeof(TESSreal) *vertexSize;
static const int vertices_per_group = 3;
};
}

View File

@@ -19,8 +19,8 @@ struct Coordinate;
struct pbf;
class LineBucket : public Bucket {
typedef ElementGroup<LineShader> triangle_group_type;
typedef ElementGroup<LinejoinShader> point_group_type;
typedef ElementGroup triangle_group_type;
typedef ElementGroup point_group_type;
public:
LineBucket(const std::shared_ptr<LineVertexBuffer>& vertexBuffer,
const std::shared_ptr<TriangleElementsBuffer>& triangleElementsBuffer,

View File

@@ -81,8 +81,8 @@ private:
4096, 4096
};
VertexArrayObject<PlainShader> coveringPlainArray;
VertexArrayObject<PatternShader> coveringPatternArray;
VertexArrayObject coveringPlainArray;
VertexArrayObject coveringPatternArray;
// Set up the tile boundary lines we're using to draw the tile outlines.
VertexBuffer tileBorderBuffer = {
@@ -93,7 +93,7 @@ private:
0, 0
};
VertexArrayObject<PlainShader> tileBorderArray;
VertexArrayObject tileBorderArray;
// Set up the matte buffer we're using to draw the filling background.
VertexBuffer matteBuffer = {
@@ -108,7 +108,7 @@ private:
16384, 16384
};
VertexArrayObject<PlainShader> matteArray;
VertexArrayObject matteArray;
};
}

View File

@@ -10,7 +10,10 @@
'type': 'static_library',
'sources': [
'<!@(find src -name "*.cpp")',
'<!@(find src -name "*.c")',
'<!@(find src -name "*.h")',
'<!@(find include -name "*.hpp")',
'<!@(find include -name "*.h")',
'<!@(find src -name "*.glsl")',
'bin/style.js'
],
@@ -96,7 +99,10 @@
'type': 'static_library',
'sources': [
'<!@(find src -name "*.cpp")',
'<!@(find src -name "*.c")',
'<!@(find src -name "*.h")',
'<!@(find include -name "*.hpp")',
'<!@(find include -name "*.h")',
'<!@(find src -name "*.glsl")',
'bin/style.js'
],

25
src/libtess2/LICENSE.txt Normal file
View File

@@ -0,0 +1,25 @@
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.

199
src/libtess2/bucketalloc.c Executable file
View File

@@ -0,0 +1,199 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Mikko Mononen, July 2009.
*/
#ifdef __cplusplus
extern "C" {
#endif
#include <stdio.h>
#include <stdlib.h>
#include <libtess2/tesselator.h>
//#define CHECK_BOUNDS
typedef struct BucketAlloc BucketAlloc;
typedef struct Bucket Bucket;
struct Bucket
{
Bucket *next;
};
struct BucketAlloc
{
void *freelist;
Bucket *buckets;
unsigned int itemSize;
unsigned int bucketSize;
const char *name;
TESSalloc* alloc;
};
static int CreateBucket( struct BucketAlloc* ba )
{
size_t size;
Bucket* bucket;
void* freelist;
unsigned char* head;
unsigned char* it;
// Allocate memory for the bucket
size = sizeof(Bucket) + ba->itemSize * ba->bucketSize;
bucket = (Bucket*)ba->alloc->memalloc( ba->alloc->userData, size );
if ( !bucket )
return 0;
bucket->next = 0;
// Add the bucket into the list of buckets.
bucket->next = ba->buckets;
ba->buckets = bucket;
// Add new items to the free list.
freelist = ba->freelist;
head = (unsigned char*)bucket + sizeof(Bucket);
it = head + ba->itemSize * ba->bucketSize;
do
{
it -= ba->itemSize;
// Store pointer to next free item.
*((void**)it) = freelist;
// Pointer to next location containing a free item.
freelist = (void*)it;
}
while ( it != head );
// Update pointer to next location containing a free item.
ba->freelist = (void*)it;
return 1;
}
static void *NextFreeItem( struct BucketAlloc *ba )
{
return *(void**)ba->freelist;
}
struct BucketAlloc* createBucketAlloc( TESSalloc* alloc, const char* name,
unsigned int itemSize, unsigned int bucketSize )
{
BucketAlloc* ba = (BucketAlloc*)alloc->memalloc( alloc->userData, sizeof(BucketAlloc) );
ba->alloc = alloc;
ba->name = name;
ba->itemSize = itemSize;
if ( ba->itemSize < sizeof(void*) )
ba->itemSize = sizeof(void*);
ba->bucketSize = bucketSize;
ba->freelist = 0;
ba->buckets = 0;
if ( !CreateBucket( ba ) )
{
alloc->memfree( alloc->userData, ba );
return 0;
}
return ba;
}
void* bucketAlloc( struct BucketAlloc *ba )
{
void *it;
// If running out of memory, allocate new bucket and update the freelist.
if ( !ba->freelist || !NextFreeItem( ba ) )
{
if ( !CreateBucket( ba ) )
return 0;
}
// Pop item from in front of the free list.
it = ba->freelist;
ba->freelist = NextFreeItem( ba );
return it;
}
void bucketFree( struct BucketAlloc *ba, void *ptr )
{
#ifdef CHECK_BOUNDS
int inBounds = 0;
Bucket *bucket;
// Check that the pointer is allocated with this allocator.
bucket = ba->buckets;
while ( bucket )
{
void *bucketMin = (void*)((unsigned char*)bucket + sizeof(Bucket));
void *bucketMax = (void*)((unsigned char*)bucket + sizeof(Bucket) + ba->itemSize * ba->bucketSize);
if ( ptr >= bucketMin && ptr < bucketMax )
{
inBounds = 1;
break;
}
bucket = bucket->next;
}
if ( inBounds )
{
// Add the node in front of the free list.
*(void**)ptr = ba->freelist;
ba->freelist = ptr;
}
else
{
printf("ERROR! pointer 0x%p does not belong to allocator '%s'\n", ba->name);
}
#else
// Add the node in front of the free list.
*(void**)ptr = ba->freelist;
ba->freelist = ptr;
#endif
}
void deleteBucketAlloc( struct BucketAlloc *ba )
{
TESSalloc* alloc = ba->alloc;
Bucket *bucket = ba->buckets;
Bucket *next;
while ( bucket )
{
next = bucket->next;
alloc->memfree( alloc->userData, bucket );
bucket = next;
}
ba->freelist = 0;
ba->buckets = 0;
alloc->memfree( alloc->userData, ba );
}
#ifdef __cplusplus
}
#endif

51
src/libtess2/bucketalloc.h Executable file
View File

@@ -0,0 +1,51 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Mikko Mononen, July 2009.
*/
#ifndef MEMALLOC_H
#define MEMALLOC_H
#ifdef __cplusplus
extern "C" {
#endif
#include <libtess2/tesselator.h>
struct BucketAlloc *createBucketAlloc( TESSalloc* alloc, const char *name,
unsigned int itemSize, unsigned int bucketSize );
void *bucketAlloc( struct BucketAlloc *ba);
void bucketFree( struct BucketAlloc *ba, void *ptr );
void deleteBucketAlloc( struct BucketAlloc *ba );
#ifdef __cplusplus
};
#endif
#endif

109
src/libtess2/dict.c Executable file
View File

@@ -0,0 +1,109 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
#include <stddef.h>
#include <libtess2/tesselator.h>
#include "bucketalloc.h"
#include "dict.h"
/* really tessDictListNewDict */
Dict *dictNewDict( TESSalloc* alloc, void *frame, int (*leq)(void *frame, DictKey key1, DictKey key2) )
{
Dict *dict = (Dict *)alloc->memalloc( alloc->userData, sizeof( Dict ));
DictNode *head;
if (dict == NULL) return NULL;
head = &dict->head;
head->key = NULL;
head->next = head;
head->prev = head;
dict->frame = frame;
dict->leq = leq;
if (alloc->dictNodeBucketSize < 16)
alloc->dictNodeBucketSize = 16;
if (alloc->dictNodeBucketSize > 4096)
alloc->dictNodeBucketSize = 4096;
dict->nodePool = createBucketAlloc( alloc, "Dict", sizeof(DictNode), alloc->dictNodeBucketSize );
return dict;
}
/* really tessDictListDeleteDict */
void dictDeleteDict( TESSalloc* alloc, Dict *dict )
{
deleteBucketAlloc( dict->nodePool );
alloc->memfree( alloc->userData, dict );
}
/* really tessDictListInsertBefore */
DictNode *dictInsertBefore( Dict *dict, DictNode *node, DictKey key )
{
DictNode *newNode;
do {
node = node->prev;
} while( node->key != NULL && ! (*dict->leq)(dict->frame, node->key, key));
newNode = (DictNode *)bucketAlloc( dict->nodePool );
if (newNode == NULL) return NULL;
newNode->key = key;
newNode->next = node->next;
node->next->prev = newNode;
newNode->prev = node;
node->next = newNode;
return newNode;
}
/* really tessDictListDelete */
void dictDelete( Dict *dict, DictNode *node ) /*ARGSUSED*/
{
node->next->prev = node->prev;
node->prev->next = node->next;
bucketFree( dict->nodePool, node );
}
/* really tessDictListSearch */
DictNode *dictSearch( Dict *dict, DictKey key )
{
DictNode *node = &dict->head;
do {
node = node->next;
} while( node->key != NULL && ! (*dict->leq)(dict->frame, key, node->key));
return node;
}

74
src/libtess2/dict.h Executable file
View File

@@ -0,0 +1,74 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
#ifndef DICT_LIST_H
#define DICT_LIST_H
typedef void *DictKey;
typedef struct Dict Dict;
typedef struct DictNode DictNode;
Dict *dictNewDict( TESSalloc* alloc, void *frame, int (*leq)(void *frame, DictKey key1, DictKey key2) );
void dictDeleteDict( TESSalloc* alloc, Dict *dict );
/* Search returns the node with the smallest key greater than or equal
* to the given key. If there is no such key, returns a node whose
* key is NULL. Similarly, Succ(Max(d)) has a NULL key, etc.
*/
DictNode *dictSearch( Dict *dict, DictKey key );
DictNode *dictInsertBefore( Dict *dict, DictNode *node, DictKey key );
void dictDelete( Dict *dict, DictNode *node );
#define dictKey(n) ((n)->key)
#define dictSucc(n) ((n)->next)
#define dictPred(n) ((n)->prev)
#define dictMin(d) ((d)->head.next)
#define dictMax(d) ((d)->head.prev)
#define dictInsert(d,k) (dictInsertBefore((d),&(d)->head,(k)))
/*** Private data structures ***/
struct DictNode {
DictKey key;
DictNode *next;
DictNode *prev;
};
struct Dict {
DictNode head;
void *frame;
struct BucketAlloc *nodePool;
int (*leq)(void *frame, DictKey key1, DictKey key2);
};
#endif

261
src/libtess2/geom.c Executable file
View File

@@ -0,0 +1,261 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
//#include "tesos.h"
#include <assert.h>
#include "mesh.h"
#include "geom.h"
int tesvertLeq( TESSvertex *u, TESSvertex *v )
{
/* Returns TRUE if u is lexicographically <= v. */
return VertLeq( u, v );
}
TESSreal tesedgeEval( TESSvertex *u, TESSvertex *v, TESSvertex *w )
{
/* Given three vertices u,v,w such that VertLeq(u,v) && VertLeq(v,w),
* evaluates the t-coord of the edge uw at the s-coord of the vertex v.
* Returns v->t - (uw)(v->s), ie. the signed distance from uw to v.
* If uw is vertical (and thus passes thru v), the result is zero.
*
* The calculation is extremely accurate and stable, even when v
* is very close to u or w. In particular if we set v->t = 0 and
* let r be the negated result (this evaluates (uw)(v->s)), then
* r is guaranteed to satisfy MIN(u->t,w->t) <= r <= MAX(u->t,w->t).
*/
TESSreal gapL, gapR;
assert( VertLeq( u, v ) && VertLeq( v, w ));
gapL = v->s - u->s;
gapR = w->s - v->s;
if( gapL + gapR > 0 ) {
if( gapL < gapR ) {
return (v->t - u->t) + (u->t - w->t) * (gapL / (gapL + gapR));
} else {
return (v->t - w->t) + (w->t - u->t) * (gapR / (gapL + gapR));
}
}
/* vertical line */
return 0;
}
TESSreal tesedgeSign( TESSvertex *u, TESSvertex *v, TESSvertex *w )
{
/* Returns a number whose sign matches EdgeEval(u,v,w) but which
* is cheaper to evaluate. Returns > 0, == 0 , or < 0
* as v is above, on, or below the edge uw.
*/
TESSreal gapL, gapR;
assert( VertLeq( u, v ) && VertLeq( v, w ));
gapL = v->s - u->s;
gapR = w->s - v->s;
if( gapL + gapR > 0 ) {
return (v->t - w->t) * gapL + (v->t - u->t) * gapR;
}
/* vertical line */
return 0;
}
/***********************************************************************
* Define versions of EdgeSign, EdgeEval with s and t transposed.
*/
TESSreal testransEval( TESSvertex *u, TESSvertex *v, TESSvertex *w )
{
/* Given three vertices u,v,w such that TransLeq(u,v) && TransLeq(v,w),
* evaluates the t-coord of the edge uw at the s-coord of the vertex v.
* Returns v->s - (uw)(v->t), ie. the signed distance from uw to v.
* If uw is vertical (and thus passes thru v), the result is zero.
*
* The calculation is extremely accurate and stable, even when v
* is very close to u or w. In particular if we set v->s = 0 and
* let r be the negated result (this evaluates (uw)(v->t)), then
* r is guaranteed to satisfy MIN(u->s,w->s) <= r <= MAX(u->s,w->s).
*/
TESSreal gapL, gapR;
assert( TransLeq( u, v ) && TransLeq( v, w ));
gapL = v->t - u->t;
gapR = w->t - v->t;
if( gapL + gapR > 0 ) {
if( gapL < gapR ) {
return (v->s - u->s) + (u->s - w->s) * (gapL / (gapL + gapR));
} else {
return (v->s - w->s) + (w->s - u->s) * (gapR / (gapL + gapR));
}
}
/* vertical line */
return 0;
}
TESSreal testransSign( TESSvertex *u, TESSvertex *v, TESSvertex *w )
{
/* Returns a number whose sign matches TransEval(u,v,w) but which
* is cheaper to evaluate. Returns > 0, == 0 , or < 0
* as v is above, on, or below the edge uw.
*/
TESSreal gapL, gapR;
assert( TransLeq( u, v ) && TransLeq( v, w ));
gapL = v->t - u->t;
gapR = w->t - v->t;
if( gapL + gapR > 0 ) {
return (v->s - w->s) * gapL + (v->s - u->s) * gapR;
}
/* vertical line */
return 0;
}
int tesvertCCW( TESSvertex *u, TESSvertex *v, TESSvertex *w )
{
/* For almost-degenerate situations, the results are not reliable.
* Unless the floating-point arithmetic can be performed without
* rounding errors, *any* implementation will give incorrect results
* on some degenerate inputs, so the client must have some way to
* handle this situation.
*/
return (u->s*(v->t - w->t) + v->s*(w->t - u->t) + w->s*(u->t - v->t)) >= 0;
}
/* Given parameters a,x,b,y returns the value (b*x+a*y)/(a+b),
* or (x+y)/2 if a==b==0. It requires that a,b >= 0, and enforces
* this in the rare case that one argument is slightly negative.
* The implementation is extremely stable numerically.
* In particular it guarantees that the result r satisfies
* MIN(x,y) <= r <= MAX(x,y), and the results are very accurate
* even when a and b differ greatly in magnitude.
*/
#define RealInterpolate(a,x,b,y) \
(a = (a < 0) ? 0 : a, b = (b < 0) ? 0 : b, \
((a <= b) ? ((b == 0) ? ((x+y) / 2) \
: (x + (y-x) * (a/(a+b)))) \
: (y + (x-y) * (b/(a+b)))))
#ifndef FOR_TRITE_TEST_PROGRAM
#define Interpolate(a,x,b,y) RealInterpolate(a,x,b,y)
#else
/* Claim: the ONLY property the sweep algorithm relies on is that
* MIN(x,y) <= r <= MAX(x,y). This is a nasty way to test that.
*/
#include <stdlib.h>
extern int RandomInterpolate;
double Interpolate( double a, double x, double b, double y)
{
printf("*********************%d\n",RandomInterpolate);
if( RandomInterpolate ) {
a = 1.2 * drand48() - 0.1;
a = (a < 0) ? 0 : ((a > 1) ? 1 : a);
b = 1.0 - a;
}
return RealInterpolate(a,x,b,y);
}
#endif
#define Swap(a,b) if (1) { TESSvertex *t = a; a = b; b = t; } else
void tesedgeIntersect( TESSvertex *o1, TESSvertex *d1,
TESSvertex *o2, TESSvertex *d2,
TESSvertex *v )
/* Given edges (o1,d1) and (o2,d2), compute their point of intersection.
* The computed point is guaranteed to lie in the intersection of the
* bounding rectangles defined by each edge.
*/
{
TESSreal z1, z2;
/* This is certainly not the most efficient way to find the intersection
* of two line segments, but it is very numerically stable.
*
* Strategy: find the two middle vertices in the VertLeq ordering,
* and interpolate the intersection s-value from these. Then repeat
* using the TransLeq ordering to find the intersection t-value.
*/
if( ! VertLeq( o1, d1 )) { Swap( o1, d1 ); }
if( ! VertLeq( o2, d2 )) { Swap( o2, d2 ); }
if( ! VertLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
if( ! VertLeq( o2, d1 )) {
/* Technically, no intersection -- do our best */
v->s = (o2->s + d1->s) / 2;
} else if( VertLeq( d1, d2 )) {
/* Interpolate between o2 and d1 */
z1 = EdgeEval( o1, o2, d1 );
z2 = EdgeEval( o2, d1, d2 );
if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
v->s = Interpolate( z1, o2->s, z2, d1->s );
} else {
/* Interpolate between o2 and d2 */
z1 = EdgeSign( o1, o2, d1 );
z2 = -EdgeSign( o1, d2, d1 );
if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
v->s = Interpolate( z1, o2->s, z2, d2->s );
}
/* Now repeat the process for t */
if( ! TransLeq( o1, d1 )) { Swap( o1, d1 ); }
if( ! TransLeq( o2, d2 )) { Swap( o2, d2 ); }
if( ! TransLeq( o1, o2 )) { Swap( o1, o2 ); Swap( d1, d2 ); }
if( ! TransLeq( o2, d1 )) {
/* Technically, no intersection -- do our best */
v->t = (o2->t + d1->t) / 2;
} else if( TransLeq( d1, d2 )) {
/* Interpolate between o2 and d1 */
z1 = TransEval( o1, o2, d1 );
z2 = TransEval( o2, d1, d2 );
if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
v->t = Interpolate( z1, o2->t, z2, d1->t );
} else {
/* Interpolate between o2 and d2 */
z1 = TransSign( o1, o2, d1 );
z2 = -TransSign( o1, d2, d1 );
if( z1+z2 < 0 ) { z1 = -z1; z2 = -z2; }
v->t = Interpolate( z1, o2->t, z2, d2->t );
}
}

76
src/libtess2/geom.h Executable file
View File

@@ -0,0 +1,76 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
#ifndef GEOM_H
#define GEOM_H
#include "mesh.h"
#ifdef NO_BRANCH_CONDITIONS
/* MIPS architecture has special instructions to evaluate boolean
* conditions -- more efficient than branching, IF you can get the
* compiler to generate the right instructions (SGI compiler doesn't)
*/
#define VertEq(u,v) (((u)->s == (v)->s) & ((u)->t == (v)->t))
#define VertLeq(u,v) (((u)->s < (v)->s) | \
((u)->s == (v)->s & (u)->t <= (v)->t))
#else
#define VertEq(u,v) ((u)->s == (v)->s && (u)->t == (v)->t)
#define VertLeq(u,v) (((u)->s < (v)->s) || ((u)->s == (v)->s && (u)->t <= (v)->t))
#endif
#define EdgeEval(u,v,w) tesedgeEval(u,v,w)
#define EdgeSign(u,v,w) tesedgeSign(u,v,w)
/* Versions of VertLeq, EdgeSign, EdgeEval with s and t transposed. */
#define TransLeq(u,v) (((u)->t < (v)->t) || ((u)->t == (v)->t && (u)->s <= (v)->s))
#define TransEval(u,v,w) testransEval(u,v,w)
#define TransSign(u,v,w) testransSign(u,v,w)
#define EdgeGoesLeft(e) VertLeq( (e)->Dst, (e)->Org )
#define EdgeGoesRight(e) VertLeq( (e)->Org, (e)->Dst )
#define ABS(x) ((x) < 0 ? -(x) : (x))
#define VertL1dist(u,v) (ABS(u->s - v->s) + ABS(u->t - v->t))
#define VertCCW(u,v,w) tesvertCCW(u,v,w)
int tesvertLeq( TESSvertex *u, TESSvertex *v );
TESSreal tesedgeEval( TESSvertex *u, TESSvertex *v, TESSvertex *w );
TESSreal tesedgeSign( TESSvertex *u, TESSvertex *v, TESSvertex *w );
TESSreal testransEval( TESSvertex *u, TESSvertex *v, TESSvertex *w );
TESSreal testransSign( TESSvertex *u, TESSvertex *v, TESSvertex *w );
int tesvertCCW( TESSvertex *u, TESSvertex *v, TESSvertex *w );
void tesedgeIntersect( TESSvertex *o1, TESSvertex *d1, TESSvertex *o2, TESSvertex *d2, TESSvertex *v );
#endif

844
src/libtess2/mesh.c Executable file
View File

@@ -0,0 +1,844 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
//#include "tesos.h"
#include <stddef.h>
#include <assert.h>
#include "mesh.h"
#include "geom.h"
#include "bucketalloc.h"
#define TRUE 1
#define FALSE 0
/************************ Utility Routines ************************/
/* Allocate and free half-edges in pairs for efficiency.
* The *only* place that should use this fact is allocation/free.
*/
typedef struct { TESShalfEdge e, eSym; } EdgePair;
/* MakeEdge creates a new pair of half-edges which form their own loop.
* No vertex or face structures are allocated, but these must be assigned
* before the current edge operation is completed.
*/
static TESShalfEdge *MakeEdge( TESSmesh* mesh, TESShalfEdge *eNext )
{
TESShalfEdge *e;
TESShalfEdge *eSym;
TESShalfEdge *ePrev;
EdgePair *pair = (EdgePair *)bucketAlloc( mesh->edgeBucket );
if (pair == NULL) return NULL;
e = &pair->e;
eSym = &pair->eSym;
/* Make sure eNext points to the first edge of the edge pair */
if( eNext->Sym < eNext ) { eNext = eNext->Sym; }
/* Insert in circular doubly-linked list before eNext.
* Note that the prev pointer is stored in Sym->next.
*/
ePrev = eNext->Sym->next;
eSym->next = ePrev;
ePrev->Sym->next = e;
e->next = eNext;
eNext->Sym->next = eSym;
e->Sym = eSym;
e->Onext = e;
e->Lnext = eSym;
e->Org = NULL;
e->Lface = NULL;
e->winding = 0;
e->activeRegion = NULL;
eSym->Sym = e;
eSym->Onext = eSym;
eSym->Lnext = e;
eSym->Org = NULL;
eSym->Lface = NULL;
eSym->winding = 0;
eSym->activeRegion = NULL;
return e;
}
/* Splice( a, b ) is best described by the Guibas/Stolfi paper or the
* CS348a notes (see mesh.h). Basically it modifies the mesh so that
* a->Onext and b->Onext are exchanged. This can have various effects
* depending on whether a and b belong to different face or vertex rings.
* For more explanation see tessMeshSplice() below.
*/
static void Splice( TESShalfEdge *a, TESShalfEdge *b )
{
TESShalfEdge *aOnext = a->Onext;
TESShalfEdge *bOnext = b->Onext;
aOnext->Sym->Lnext = b;
bOnext->Sym->Lnext = a;
a->Onext = bOnext;
b->Onext = aOnext;
}
/* MakeVertex( newVertex, eOrig, vNext ) attaches a new vertex and makes it the
* origin of all edges in the vertex loop to which eOrig belongs. "vNext" gives
* a place to insert the new vertex in the global vertex list. We insert
* the new vertex *before* vNext so that algorithms which walk the vertex
* list will not see the newly created vertices.
*/
static void MakeVertex( TESSvertex *newVertex,
TESShalfEdge *eOrig, TESSvertex *vNext )
{
TESShalfEdge *e;
TESSvertex *vPrev;
TESSvertex *vNew = newVertex;
assert(vNew != NULL);
/* insert in circular doubly-linked list before vNext */
vPrev = vNext->prev;
vNew->prev = vPrev;
vPrev->next = vNew;
vNew->next = vNext;
vNext->prev = vNew;
vNew->anEdge = eOrig;
/* leave coords, s, t undefined */
/* fix other edges on this vertex loop */
e = eOrig;
do {
e->Org = vNew;
e = e->Onext;
} while( e != eOrig );
}
/* MakeFace( newFace, eOrig, fNext ) attaches a new face and makes it the left
* face of all edges in the face loop to which eOrig belongs. "fNext" gives
* a place to insert the new face in the global face list. We insert
* the new face *before* fNext so that algorithms which walk the face
* list will not see the newly created faces.
*/
static void MakeFace( TESSface *newFace, TESShalfEdge *eOrig, TESSface *fNext )
{
TESShalfEdge *e;
TESSface *fPrev;
TESSface *fNew = newFace;
assert(fNew != NULL);
/* insert in circular doubly-linked list before fNext */
fPrev = fNext->prev;
fNew->prev = fPrev;
fPrev->next = fNew;
fNew->next = fNext;
fNext->prev = fNew;
fNew->anEdge = eOrig;
fNew->trail = NULL;
fNew->marked = FALSE;
/* The new face is marked "inside" if the old one was. This is a
* convenience for the common case where a face has been split in two.
*/
fNew->inside = fNext->inside;
/* fix other edges on this face loop */
e = eOrig;
do {
e->Lface = fNew;
e = e->Lnext;
} while( e != eOrig );
}
/* KillEdge( eDel ) destroys an edge (the half-edges eDel and eDel->Sym),
* and removes from the global edge list.
*/
static void KillEdge( TESSmesh *mesh, TESShalfEdge *eDel )
{
TESShalfEdge *ePrev, *eNext;
/* Half-edges are allocated in pairs, see EdgePair above */
if( eDel->Sym < eDel ) { eDel = eDel->Sym; }
/* delete from circular doubly-linked list */
eNext = eDel->next;
ePrev = eDel->Sym->next;
eNext->Sym->next = ePrev;
ePrev->Sym->next = eNext;
bucketFree( mesh->edgeBucket, eDel );
}
/* KillVertex( vDel ) destroys a vertex and removes it from the global
* vertex list. It updates the vertex loop to point to a given new vertex.
*/
static void KillVertex( TESSmesh *mesh, TESSvertex *vDel, TESSvertex *newOrg )
{
TESShalfEdge *e, *eStart = vDel->anEdge;
TESSvertex *vPrev, *vNext;
/* change the origin of all affected edges */
e = eStart;
do {
e->Org = newOrg;
e = e->Onext;
} while( e != eStart );
/* delete from circular doubly-linked list */
vPrev = vDel->prev;
vNext = vDel->next;
vNext->prev = vPrev;
vPrev->next = vNext;
bucketFree( mesh->vertexBucket, vDel );
}
/* KillFace( fDel ) destroys a face and removes it from the global face
* list. It updates the face loop to point to a given new face.
*/
static void KillFace( TESSmesh *mesh, TESSface *fDel, TESSface *newLface )
{
TESShalfEdge *e, *eStart = fDel->anEdge;
TESSface *fPrev, *fNext;
/* change the left face of all affected edges */
e = eStart;
do {
e->Lface = newLface;
e = e->Lnext;
} while( e != eStart );
/* delete from circular doubly-linked list */
fPrev = fDel->prev;
fNext = fDel->next;
fNext->prev = fPrev;
fPrev->next = fNext;
bucketFree( mesh->faceBucket, fDel );
}
/****************** Basic Edge Operations **********************/
/* tessMeshMakeEdge creates one edge, two vertices, and a loop (face).
* The loop consists of the two new half-edges.
*/
TESShalfEdge *tessMeshMakeEdge( TESSmesh *mesh )
{
TESSvertex *newVertex1 = (TESSvertex*)bucketAlloc(mesh->vertexBucket);
TESSvertex *newVertex2 = (TESSvertex*)bucketAlloc(mesh->vertexBucket);
TESSface *newFace = (TESSface*)bucketAlloc(mesh->faceBucket);
TESShalfEdge *e;
/* if any one is null then all get freed */
if (newVertex1 == NULL || newVertex2 == NULL || newFace == NULL) {
if (newVertex1 != NULL) bucketFree( mesh->vertexBucket, newVertex1 );
if (newVertex2 != NULL) bucketFree( mesh->vertexBucket, newVertex2 );
if (newFace != NULL) bucketFree( mesh->faceBucket, newFace );
return NULL;
}
e = MakeEdge( mesh, &mesh->eHead );
if (e == NULL) return NULL;
MakeVertex( newVertex1, e, &mesh->vHead );
MakeVertex( newVertex2, e->Sym, &mesh->vHead );
MakeFace( newFace, e, &mesh->fHead );
return e;
}
/* tessMeshSplice( eOrg, eDst ) is the basic operation for changing the
* mesh connectivity and topology. It changes the mesh so that
* eOrg->Onext <- OLD( eDst->Onext )
* eDst->Onext <- OLD( eOrg->Onext )
* where OLD(...) means the value before the meshSplice operation.
*
* This can have two effects on the vertex structure:
* - if eOrg->Org != eDst->Org, the two vertices are merged together
* - if eOrg->Org == eDst->Org, the origin is split into two vertices
* In both cases, eDst->Org is changed and eOrg->Org is untouched.
*
* Similarly (and independently) for the face structure,
* - if eOrg->Lface == eDst->Lface, one loop is split into two
* - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
* In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
*
* Some special cases:
* If eDst == eOrg, the operation has no effect.
* If eDst == eOrg->Lnext, the new face will have a single edge.
* If eDst == eOrg->Lprev, the old face will have a single edge.
* If eDst == eOrg->Onext, the new vertex will have a single edge.
* If eDst == eOrg->Oprev, the old vertex will have a single edge.
*/
int tessMeshSplice( TESSmesh* mesh, TESShalfEdge *eOrg, TESShalfEdge *eDst )
{
int joiningLoops = FALSE;
int joiningVertices = FALSE;
if( eOrg == eDst ) return 1;
if( eDst->Org != eOrg->Org ) {
/* We are merging two disjoint vertices -- destroy eDst->Org */
joiningVertices = TRUE;
KillVertex( mesh, eDst->Org, eOrg->Org );
}
if( eDst->Lface != eOrg->Lface ) {
/* We are connecting two disjoint loops -- destroy eDst->Lface */
joiningLoops = TRUE;
KillFace( mesh, eDst->Lface, eOrg->Lface );
}
/* Change the edge structure */
Splice( eDst, eOrg );
if( ! joiningVertices ) {
TESSvertex *newVertex = (TESSvertex*)bucketAlloc( mesh->vertexBucket );
if (newVertex == NULL) return 0;
/* We split one vertex into two -- the new vertex is eDst->Org.
* Make sure the old vertex points to a valid half-edge.
*/
MakeVertex( newVertex, eDst, eOrg->Org );
eOrg->Org->anEdge = eOrg;
}
if( ! joiningLoops ) {
TESSface *newFace = (TESSface*)bucketAlloc( mesh->faceBucket );
if (newFace == NULL) return 0;
/* We split one loop into two -- the new loop is eDst->Lface.
* Make sure the old face points to a valid half-edge.
*/
MakeFace( newFace, eDst, eOrg->Lface );
eOrg->Lface->anEdge = eOrg;
}
return 1;
}
/* tessMeshDelete( eDel ) removes the edge eDel. There are several cases:
* if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
* eDel->Lface is deleted. Otherwise, we are splitting one loop into two;
* the newly created loop will contain eDel->Dst. If the deletion of eDel
* would create isolated vertices, those are deleted as well.
*
* This function could be implemented as two calls to tessMeshSplice
* plus a few calls to memFree, but this would allocate and delete
* unnecessary vertices and faces.
*/
int tessMeshDelete( TESSmesh *mesh, TESShalfEdge *eDel )
{
TESShalfEdge *eDelSym = eDel->Sym;
int joiningLoops = FALSE;
/* First step: disconnect the origin vertex eDel->Org. We make all
* changes to get a consistent mesh in this "intermediate" state.
*/
if( eDel->Lface != eDel->Rface ) {
/* We are joining two loops into one -- remove the left face */
joiningLoops = TRUE;
KillFace( mesh, eDel->Lface, eDel->Rface );
}
if( eDel->Onext == eDel ) {
KillVertex( mesh, eDel->Org, NULL );
} else {
/* Make sure that eDel->Org and eDel->Rface point to valid half-edges */
eDel->Rface->anEdge = eDel->Oprev;
eDel->Org->anEdge = eDel->Onext;
Splice( eDel, eDel->Oprev );
if( ! joiningLoops ) {
TESSface *newFace= (TESSface*)bucketAlloc( mesh->faceBucket );
if (newFace == NULL) return 0;
/* We are splitting one loop into two -- create a new loop for eDel. */
MakeFace( newFace, eDel, eDel->Lface );
}
}
/* Claim: the mesh is now in a consistent state, except that eDel->Org
* may have been deleted. Now we disconnect eDel->Dst.
*/
if( eDelSym->Onext == eDelSym ) {
KillVertex( mesh, eDelSym->Org, NULL );
KillFace( mesh, eDelSym->Lface, NULL );
} else {
/* Make sure that eDel->Dst and eDel->Lface point to valid half-edges */
eDel->Lface->anEdge = eDelSym->Oprev;
eDelSym->Org->anEdge = eDelSym->Onext;
Splice( eDelSym, eDelSym->Oprev );
}
/* Any isolated vertices or faces have already been freed. */
KillEdge( mesh, eDel );
return 1;
}
/******************** Other Edge Operations **********************/
/* All these routines can be implemented with the basic edge
* operations above. They are provided for convenience and efficiency.
*/
/* tessMeshAddEdgeVertex( eOrg ) creates a new edge eNew such that
* eNew == eOrg->Lnext, and eNew->Dst is a newly created vertex.
* eOrg and eNew will have the same left face.
*/
TESShalfEdge *tessMeshAddEdgeVertex( TESSmesh *mesh, TESShalfEdge *eOrg )
{
TESShalfEdge *eNewSym;
TESShalfEdge *eNew = MakeEdge( mesh, eOrg );
if (eNew == NULL) return NULL;
eNewSym = eNew->Sym;
/* Connect the new edge appropriately */
Splice( eNew, eOrg->Lnext );
/* Set the vertex and face information */
eNew->Org = eOrg->Dst;
{
TESSvertex *newVertex= (TESSvertex*)bucketAlloc( mesh->vertexBucket );
if (newVertex == NULL) return NULL;
MakeVertex( newVertex, eNewSym, eNew->Org );
}
eNew->Lface = eNewSym->Lface = eOrg->Lface;
return eNew;
}
/* tessMeshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
* such that eNew == eOrg->Lnext. The new vertex is eOrg->Dst == eNew->Org.
* eOrg and eNew will have the same left face.
*/
TESShalfEdge *tessMeshSplitEdge( TESSmesh *mesh, TESShalfEdge *eOrg )
{
TESShalfEdge *eNew;
TESShalfEdge *tempHalfEdge= tessMeshAddEdgeVertex( mesh, eOrg );
if (tempHalfEdge == NULL) return NULL;
eNew = tempHalfEdge->Sym;
/* Disconnect eOrg from eOrg->Dst and connect it to eNew->Org */
Splice( eOrg->Sym, eOrg->Sym->Oprev );
Splice( eOrg->Sym, eNew );
/* Set the vertex and face information */
eOrg->Dst = eNew->Org;
eNew->Dst->anEdge = eNew->Sym; /* may have pointed to eOrg->Sym */
eNew->Rface = eOrg->Rface;
eNew->winding = eOrg->winding; /* copy old winding information */
eNew->Sym->winding = eOrg->Sym->winding;
return eNew;
}
/* tessMeshConnect( eOrg, eDst ) creates a new edge from eOrg->Dst
* to eDst->Org, and returns the corresponding half-edge eNew.
* If eOrg->Lface == eDst->Lface, this splits one loop into two,
* and the newly created loop is eNew->Lface. Otherwise, two disjoint
* loops are merged into one, and the loop eDst->Lface is destroyed.
*
* If (eOrg == eDst), the new face will have only two edges.
* If (eOrg->Lnext == eDst), the old face is reduced to a single edge.
* If (eOrg->Lnext->Lnext == eDst), the old face is reduced to two edges.
*/
TESShalfEdge *tessMeshConnect( TESSmesh *mesh, TESShalfEdge *eOrg, TESShalfEdge *eDst )
{
TESShalfEdge *eNewSym;
int joiningLoops = FALSE;
TESShalfEdge *eNew = MakeEdge( mesh, eOrg );
if (eNew == NULL) return NULL;
eNewSym = eNew->Sym;
if( eDst->Lface != eOrg->Lface ) {
/* We are connecting two disjoint loops -- destroy eDst->Lface */
joiningLoops = TRUE;
KillFace( mesh, eDst->Lface, eOrg->Lface );
}
/* Connect the new edge appropriately */
Splice( eNew, eOrg->Lnext );
Splice( eNewSym, eDst );
/* Set the vertex and face information */
eNew->Org = eOrg->Dst;
eNewSym->Org = eDst->Org;
eNew->Lface = eNewSym->Lface = eOrg->Lface;
/* Make sure the old face points to a valid half-edge */
eOrg->Lface->anEdge = eNewSym;
if( ! joiningLoops ) {
TESSface *newFace= (TESSface*)bucketAlloc( mesh->faceBucket );
if (newFace == NULL) return NULL;
/* We split one loop into two -- the new loop is eNew->Lface */
MakeFace( newFace, eNew, eOrg->Lface );
}
return eNew;
}
/******************** Other Operations **********************/
/* tessMeshZapFace( fZap ) destroys a face and removes it from the
* global face list. All edges of fZap will have a NULL pointer as their
* left face. Any edges which also have a NULL pointer as their right face
* are deleted entirely (along with any isolated vertices this produces).
* An entire mesh can be deleted by zapping its faces, one at a time,
* in any order. Zapped faces cannot be used in further mesh operations!
*/
void tessMeshZapFace( TESSmesh *mesh, TESSface *fZap )
{
TESShalfEdge *eStart = fZap->anEdge;
TESShalfEdge *e, *eNext, *eSym;
TESSface *fPrev, *fNext;
/* walk around face, deleting edges whose right face is also NULL */
eNext = eStart->Lnext;
do {
e = eNext;
eNext = e->Lnext;
e->Lface = NULL;
if( e->Rface == NULL ) {
/* delete the edge -- see TESSmeshDelete above */
if( e->Onext == e ) {
KillVertex( mesh, e->Org, NULL );
} else {
/* Make sure that e->Org points to a valid half-edge */
e->Org->anEdge = e->Onext;
Splice( e, e->Oprev );
}
eSym = e->Sym;
if( eSym->Onext == eSym ) {
KillVertex( mesh, eSym->Org, NULL );
} else {
/* Make sure that eSym->Org points to a valid half-edge */
eSym->Org->anEdge = eSym->Onext;
Splice( eSym, eSym->Oprev );
}
KillEdge( mesh, e );
}
} while( e != eStart );
/* delete from circular doubly-linked list */
fPrev = fZap->prev;
fNext = fZap->next;
fNext->prev = fPrev;
fPrev->next = fNext;
bucketFree( mesh->faceBucket, fZap );
}
#include <stdio.h>
/* tessMeshNewMesh() creates a new mesh with no edges, no vertices,
* and no loops (what we usually call a "face").
*/
TESSmesh *tessMeshNewMesh( TESSalloc* alloc )
{
TESSvertex *v;
TESSface *f;
TESShalfEdge *e;
TESShalfEdge *eSym;
TESSmesh *mesh = (TESSmesh *)alloc->memalloc( alloc->userData, sizeof( TESSmesh ));
if (mesh == NULL) {
return NULL;
}
if (alloc->meshEdgeBucketSize < 16)
alloc->meshEdgeBucketSize = 16;
if (alloc->meshEdgeBucketSize > 4096)
alloc->meshEdgeBucketSize = 4096;
if (alloc->meshVertexBucketSize < 16)
alloc->meshVertexBucketSize = 16;
if (alloc->meshVertexBucketSize > 4096)
alloc->meshVertexBucketSize = 4096;
if (alloc->meshFaceBucketSize < 16)
alloc->meshFaceBucketSize = 16;
if (alloc->meshFaceBucketSize > 4096)
alloc->meshFaceBucketSize = 4096;
mesh->edgeBucket = createBucketAlloc( alloc, "Mesh Edges", sizeof(EdgePair), alloc->meshEdgeBucketSize );
mesh->vertexBucket = createBucketAlloc( alloc, "Mesh Vertices", sizeof(TESSvertex), alloc->meshVertexBucketSize );
mesh->faceBucket = createBucketAlloc( alloc, "Mesh Faces", sizeof(TESSface), alloc->meshFaceBucketSize );
v = &mesh->vHead;
f = &mesh->fHead;
e = &mesh->eHead;
eSym = &mesh->eHeadSym;
v->next = v->prev = v;
v->anEdge = NULL;
f->next = f->prev = f;
f->anEdge = NULL;
f->trail = NULL;
f->marked = FALSE;
f->inside = FALSE;
e->next = e;
e->Sym = eSym;
e->Onext = NULL;
e->Lnext = NULL;
e->Org = NULL;
e->Lface = NULL;
e->winding = 0;
e->activeRegion = NULL;
eSym->next = eSym;
eSym->Sym = e;
eSym->Onext = NULL;
eSym->Lnext = NULL;
eSym->Org = NULL;
eSym->Lface = NULL;
eSym->winding = 0;
eSym->activeRegion = NULL;
return mesh;
}
/* tessMeshUnion( mesh1, mesh2 ) forms the union of all structures in
* both meshes, and returns the new mesh (the old meshes are destroyed).
*/
TESSmesh *tessMeshUnion( TESSalloc* alloc, TESSmesh *mesh1, TESSmesh *mesh2 )
{
TESSface *f1 = &mesh1->fHead;
TESSvertex *v1 = &mesh1->vHead;
TESShalfEdge *e1 = &mesh1->eHead;
TESSface *f2 = &mesh2->fHead;
TESSvertex *v2 = &mesh2->vHead;
TESShalfEdge *e2 = &mesh2->eHead;
/* Add the faces, vertices, and edges of mesh2 to those of mesh1 */
if( f2->next != f2 ) {
f1->prev->next = f2->next;
f2->next->prev = f1->prev;
f2->prev->next = f1;
f1->prev = f2->prev;
}
if( v2->next != v2 ) {
v1->prev->next = v2->next;
v2->next->prev = v1->prev;
v2->prev->next = v1;
v1->prev = v2->prev;
}
if( e2->next != e2 ) {
e1->Sym->next->Sym->next = e2->next;
e2->next->Sym->next = e1->Sym->next;
e2->Sym->next->Sym->next = e1;
e1->Sym->next = e2->Sym->next;
}
alloc->memfree( alloc->userData, mesh2 );
return mesh1;
}
static int CountFaceVerts( TESSface *f )
{
TESShalfEdge *eCur = f->anEdge;
int n = 0;
do
{
n++;
eCur = eCur->Lnext;
}
while (eCur != f->anEdge);
return n;
}
int tessMeshMergeConvexFaces( TESSmesh *mesh, int maxVertsPerFace )
{
TESSface *f;
TESShalfEdge *eCur, *eNext, *eSym;
TESSvertex *vStart;
int curNv, symNv;
for( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
{
// Skip faces which are outside the result.
if( !f->inside )
continue;
eCur = f->anEdge;
vStart = eCur->Org;
while (1)
{
eNext = eCur->Lnext;
eSym = eCur->Sym;
// Try to merge if the neighbour face is valid.
if( eSym && eSym->Lface && eSym->Lface->inside )
{
// Try to merge the neighbour faces if the resulting polygons
// does not exceed maximum number of vertices.
curNv = CountFaceVerts( f );
symNv = CountFaceVerts( eSym->Lface );
if( (curNv+symNv-2) <= maxVertsPerFace )
{
// Merge if the resulting poly is convex.
if( VertCCW( eCur->Lprev->Org, eCur->Org, eSym->Lnext->Lnext->Org ) &&
VertCCW( eSym->Lprev->Org, eSym->Org, eCur->Lnext->Lnext->Org ) )
{
eNext = eSym->Lnext;
if( !tessMeshDelete( mesh, eSym ) )
return 0;
eCur = 0;
}
}
}
if( eCur && eCur->Lnext->Org == vStart )
break;
// Continue to next edge.
eCur = eNext;
}
}
return 1;
}
#ifdef DELETE_BY_ZAPPING
/* tessMeshDeleteMesh( mesh ) will free all storage for any valid mesh.
*/
void tessMeshDeleteMesh( TESSalloc* alloc, TESSmesh *mesh )
{
TESSface *fHead = &mesh->fHead;
while( fHead->next != fHead ) {
tessMeshZapFace( fHead->next );
}
assert( mesh->vHead.next == &mesh->vHead );
alloc->memfree( alloc->userData, mesh );
}
#else
/* tessMeshDeleteMesh( mesh ) will free all storage for any valid mesh.
*/
void tessMeshDeleteMesh( TESSalloc* alloc, TESSmesh *mesh )
{
deleteBucketAlloc(mesh->edgeBucket);
deleteBucketAlloc(mesh->vertexBucket);
deleteBucketAlloc(mesh->faceBucket);
alloc->memfree( alloc->userData, mesh );
}
#endif
#ifndef NDEBUG
/* tessMeshCheckMesh( mesh ) checks a mesh for self-consistency.
*/
void tessMeshCheckMesh( TESSmesh *mesh )
{
TESSface *fHead = &mesh->fHead;
TESSvertex *vHead = &mesh->vHead;
TESShalfEdge *eHead = &mesh->eHead;
TESSface *f, *fPrev;
TESSvertex *v, *vPrev;
TESShalfEdge *e, *ePrev;
fPrev = fHead;
for( fPrev = fHead ; (f = fPrev->next) != fHead; fPrev = f) {
assert( f->prev == fPrev );
e = f->anEdge;
do {
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
assert( e->Lface == f );
e = e->Lnext;
} while( e != f->anEdge );
}
assert( f->prev == fPrev && f->anEdge == NULL );
vPrev = vHead;
for( vPrev = vHead ; (v = vPrev->next) != vHead; vPrev = v) {
assert( v->prev == vPrev );
e = v->anEdge;
do {
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
assert( e->Org == v );
e = e->Onext;
} while( e != v->anEdge );
}
assert( v->prev == vPrev && v->anEdge == NULL );
ePrev = eHead;
for( ePrev = eHead ; (e = ePrev->next) != eHead; ePrev = e) {
assert( e->Sym->next == ePrev->Sym );
assert( e->Sym != e );
assert( e->Sym->Sym == e );
assert( e->Org != NULL );
assert( e->Dst != NULL );
assert( e->Lnext->Onext->Sym == e );
assert( e->Onext->Sym->Lnext == e );
}
assert( e->Sym->next == ePrev->Sym
&& e->Sym == &mesh->eHeadSym
&& e->Sym->Sym == e
&& e->Org == NULL && e->Dst == NULL
&& e->Lface == NULL && e->Rface == NULL );
}
#endif

267
src/libtess2/mesh.h Executable file
View File

@@ -0,0 +1,267 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
#ifndef MESH_H
#define MESH_H
#include <libtess2/tesselator.h>
typedef struct TESSmesh TESSmesh;
typedef struct TESSvertex TESSvertex;
typedef struct TESSface TESSface;
typedef struct TESShalfEdge TESShalfEdge;
typedef struct ActiveRegion ActiveRegion;
/* The mesh structure is similar in spirit, notation, and operations
* to the "quad-edge" structure (see L. Guibas and J. Stolfi, Primitives
* for the manipulation of general subdivisions and the computation of
* Voronoi diagrams, ACM Transactions on Graphics, 4(2):74-123, April 1985).
* For a simplified description, see the course notes for CS348a,
* "Mathematical Foundations of Computer Graphics", available at the
* Stanford bookstore (and taught during the fall quarter).
* The implementation also borrows a tiny subset of the graph-based approach
* use in Mantyla's Geometric Work Bench (see M. Mantyla, An Introduction
* to Sold Modeling, Computer Science Press, Rockville, Maryland, 1988).
*
* The fundamental data structure is the "half-edge". Two half-edges
* go together to make an edge, but they point in opposite directions.
* Each half-edge has a pointer to its mate (the "symmetric" half-edge Sym),
* its origin vertex (Org), the face on its left side (Lface), and the
* adjacent half-edges in the CCW direction around the origin vertex
* (Onext) and around the left face (Lnext). There is also a "next"
* pointer for the global edge list (see below).
*
* The notation used for mesh navigation:
* Sym = the mate of a half-edge (same edge, but opposite direction)
* Onext = edge CCW around origin vertex (keep same origin)
* Dnext = edge CCW around destination vertex (keep same dest)
* Lnext = edge CCW around left face (dest becomes new origin)
* Rnext = edge CCW around right face (origin becomes new dest)
*
* "prev" means to substitute CW for CCW in the definitions above.
*
* The mesh keeps global lists of all vertices, faces, and edges,
* stored as doubly-linked circular lists with a dummy header node.
* The mesh stores pointers to these dummy headers (vHead, fHead, eHead).
*
* The circular edge list is special; since half-edges always occur
* in pairs (e and e->Sym), each half-edge stores a pointer in only
* one direction. Starting at eHead and following the e->next pointers
* will visit each *edge* once (ie. e or e->Sym, but not both).
* e->Sym stores a pointer in the opposite direction, thus it is
* always true that e->Sym->next->Sym->next == e.
*
* Each vertex has a pointer to next and previous vertices in the
* circular list, and a pointer to a half-edge with this vertex as
* the origin (NULL if this is the dummy header). There is also a
* field "data" for client data.
*
* Each face has a pointer to the next and previous faces in the
* circular list, and a pointer to a half-edge with this face as
* the left face (NULL if this is the dummy header). There is also
* a field "data" for client data.
*
* Note that what we call a "face" is really a loop; faces may consist
* of more than one loop (ie. not simply connected), but there is no
* record of this in the data structure. The mesh may consist of
* several disconnected regions, so it may not be possible to visit
* the entire mesh by starting at a half-edge and traversing the edge
* structure.
*
* The mesh does NOT support isolated vertices; a vertex is deleted along
* with its last edge. Similarly when two faces are merged, one of the
* faces is deleted (see tessMeshDelete below). For mesh operations,
* all face (loop) and vertex pointers must not be NULL. However, once
* mesh manipulation is finished, TESSmeshZapFace can be used to delete
* faces of the mesh, one at a time. All external faces can be "zapped"
* before the mesh is returned to the client; then a NULL face indicates
* a region which is not part of the output polygon.
*/
struct TESSvertex {
TESSvertex *next; /* next vertex (never NULL) */
TESSvertex *prev; /* previous vertex (never NULL) */
TESShalfEdge *anEdge; /* a half-edge with this origin */
/* Internal data (keep hidden) */
TESSreal coords[3]; /* vertex location in 3D */
TESSreal s, t; /* projection onto the sweep plane */
int pqHandle; /* to allow deletion from priority queue */
TESSindex n; /* to allow identify unique vertices */
TESSindex idx; /* to allow map result to original verts */
};
struct TESSface {
TESSface *next; /* next face (never NULL) */
TESSface *prev; /* previous face (never NULL) */
TESShalfEdge *anEdge; /* a half edge with this left face */
/* Internal data (keep hidden) */
TESSface *trail; /* "stack" for conversion to strips */
TESSindex n; /* to allow identiy unique faces */
char marked; /* flag for conversion to strips */
char inside; /* this face is in the polygon interior */
};
struct TESShalfEdge {
TESShalfEdge *next; /* doubly-linked list (prev==Sym->next) */
TESShalfEdge *Sym; /* same edge, opposite direction */
TESShalfEdge *Onext; /* next edge CCW around origin */
TESShalfEdge *Lnext; /* next edge CCW around left face */
TESSvertex *Org; /* origin vertex (Overtex too long) */
TESSface *Lface; /* left face */
/* Internal data (keep hidden) */
ActiveRegion *activeRegion; /* a region with this upper edge (sweep.c) */
int winding; /* change in winding number when crossing
from the right face to the left face */
};
#define Rface Sym->Lface
#define Dst Sym->Org
#define Oprev Sym->Lnext
#define Lprev Onext->Sym
#define Dprev Lnext->Sym
#define Rprev Sym->Onext
#define Dnext Rprev->Sym /* 3 pointers */
#define Rnext Oprev->Sym /* 3 pointers */
struct TESSmesh {
TESSvertex vHead; /* dummy header for vertex list */
TESSface fHead; /* dummy header for face list */
TESShalfEdge eHead; /* dummy header for edge list */
TESShalfEdge eHeadSym; /* and its symmetric counterpart */
struct BucketAlloc* edgeBucket;
struct BucketAlloc* vertexBucket;
struct BucketAlloc* faceBucket;
};
/* The mesh operations below have three motivations: completeness,
* convenience, and efficiency. The basic mesh operations are MakeEdge,
* Splice, and Delete. All the other edge operations can be implemented
* in terms of these. The other operations are provided for convenience
* and/or efficiency.
*
* When a face is split or a vertex is added, they are inserted into the
* global list *before* the existing vertex or face (ie. e->Org or e->Lface).
* This makes it easier to process all vertices or faces in the global lists
* without worrying about processing the same data twice. As a convenience,
* when a face is split, the "inside" flag is copied from the old face.
* Other internal data (v->data, v->activeRegion, f->data, f->marked,
* f->trail, e->winding) is set to zero.
*
* ********************** Basic Edge Operations **************************
*
* tessMeshMakeEdge( mesh ) creates one edge, two vertices, and a loop.
* The loop (face) consists of the two new half-edges.
*
* tessMeshSplice( eOrg, eDst ) is the basic operation for changing the
* mesh connectivity and topology. It changes the mesh so that
* eOrg->Onext <- OLD( eDst->Onext )
* eDst->Onext <- OLD( eOrg->Onext )
* where OLD(...) means the value before the meshSplice operation.
*
* This can have two effects on the vertex structure:
* - if eOrg->Org != eDst->Org, the two vertices are merged together
* - if eOrg->Org == eDst->Org, the origin is split into two vertices
* In both cases, eDst->Org is changed and eOrg->Org is untouched.
*
* Similarly (and independently) for the face structure,
* - if eOrg->Lface == eDst->Lface, one loop is split into two
* - if eOrg->Lface != eDst->Lface, two distinct loops are joined into one
* In both cases, eDst->Lface is changed and eOrg->Lface is unaffected.
*
* tessMeshDelete( eDel ) removes the edge eDel. There are several cases:
* if (eDel->Lface != eDel->Rface), we join two loops into one; the loop
* eDel->Lface is deleted. Otherwise, we are splitting one loop into two;
* the newly created loop will contain eDel->Dst. If the deletion of eDel
* would create isolated vertices, those are deleted as well.
*
* ********************** Other Edge Operations **************************
*
* tessMeshAddEdgeVertex( eOrg ) creates a new edge eNew such that
* eNew == eOrg->Lnext, and eNew->Dst is a newly created vertex.
* eOrg and eNew will have the same left face.
*
* tessMeshSplitEdge( eOrg ) splits eOrg into two edges eOrg and eNew,
* such that eNew == eOrg->Lnext. The new vertex is eOrg->Dst == eNew->Org.
* eOrg and eNew will have the same left face.
*
* tessMeshConnect( eOrg, eDst ) creates a new edge from eOrg->Dst
* to eDst->Org, and returns the corresponding half-edge eNew.
* If eOrg->Lface == eDst->Lface, this splits one loop into two,
* and the newly created loop is eNew->Lface. Otherwise, two disjoint
* loops are merged into one, and the loop eDst->Lface is destroyed.
*
* ************************ Other Operations *****************************
*
* tessMeshNewMesh() creates a new mesh with no edges, no vertices,
* and no loops (what we usually call a "face").
*
* tessMeshUnion( mesh1, mesh2 ) forms the union of all structures in
* both meshes, and returns the new mesh (the old meshes are destroyed).
*
* tessMeshDeleteMesh( mesh ) will free all storage for any valid mesh.
*
* tessMeshZapFace( fZap ) destroys a face and removes it from the
* global face list. All edges of fZap will have a NULL pointer as their
* left face. Any edges which also have a NULL pointer as their right face
* are deleted entirely (along with any isolated vertices this produces).
* An entire mesh can be deleted by zapping its faces, one at a time,
* in any order. Zapped faces cannot be used in further mesh operations!
*
* tessMeshCheckMesh( mesh ) checks a mesh for self-consistency.
*/
TESShalfEdge *tessMeshMakeEdge( TESSmesh *mesh );
int tessMeshSplice( TESSmesh *mesh, TESShalfEdge *eOrg, TESShalfEdge *eDst );
int tessMeshDelete( TESSmesh *mesh, TESShalfEdge *eDel );
TESShalfEdge *tessMeshAddEdgeVertex( TESSmesh *mesh, TESShalfEdge *eOrg );
TESShalfEdge *tessMeshSplitEdge( TESSmesh *mesh, TESShalfEdge *eOrg );
TESShalfEdge *tessMeshConnect( TESSmesh *mesh, TESShalfEdge *eOrg, TESShalfEdge *eDst );
TESSmesh *tessMeshNewMesh( TESSalloc* alloc );
TESSmesh *tessMeshUnion( TESSalloc* alloc, TESSmesh *mesh1, TESSmesh *mesh2 );
int tessMeshMergeConvexFaces( TESSmesh *mesh, int maxVertsPerFace );
void tessMeshDeleteMesh( TESSalloc* alloc, TESSmesh *mesh );
void tessMeshZapFace( TESSmesh *mesh, TESSface *fZap );
#ifdef NDEBUG
#define tessMeshCheckMesh( mesh )
#else
void tessMeshCheckMesh( TESSmesh *mesh );
#endif
#endif

514
src/libtess2/priorityq.c Executable file
View File

@@ -0,0 +1,514 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
//#include "tesos.h"
#include <stddef.h>
#include <assert.h>
#include <libtess2/tesselator.h>
#include "priorityq.h"
#define INIT_SIZE 32
#define TRUE 1
#define FALSE 0
#ifdef FOR_TRITE_TEST_PROGRAM
#define LEQ(x,y) (*pq->leq)(x,y)
#else
/* Violates modularity, but a little faster */
#include "geom.h"
#define LEQ(x,y) VertLeq((TESSvertex *)x, (TESSvertex *)y)
#endif
/* Include all the code for the regular heap-based queue here. */
/* The basic operations are insertion of a new key (pqInsert),
* and examination/extraction of a key whose value is minimum
* (pqMinimum/pqExtractMin). Deletion is also allowed (pqDelete);
* for this purpose pqInsert returns a "handle" which is supplied
* as the argument.
*
* An initial heap may be created efficiently by calling pqInsert
* repeatedly, then calling pqInit. In any case pqInit must be called
* before any operations other than pqInsert are used.
*
* If the heap is empty, pqMinimum/pqExtractMin will return a NULL key.
* This may also be tested with pqIsEmpty.
*/
/* Since we support deletion the data structure is a little more
* complicated than an ordinary heap. "nodes" is the heap itself;
* active nodes are stored in the range 1..pq->size. When the
* heap exceeds its allocated size (pq->max), its size doubles.
* The children of node i are nodes 2i and 2i+1.
*
* Each node stores an index into an array "handles". Each handle
* stores a key, plus a pointer back to the node which currently
* represents that key (ie. nodes[handles[i].node].handle == i).
*/
#define pqHeapMinimum(pq) ((pq)->handles[(pq)->nodes[1].handle].key)
#define pqHeapIsEmpty(pq) ((pq)->size == 0)
/* really pqHeapNewPriorityQHeap */
PriorityQHeap *pqHeapNewPriorityQ( TESSalloc* alloc, int size, int (*leq)(PQkey key1, PQkey key2) )
{
PriorityQHeap *pq = (PriorityQHeap *)alloc->memalloc( alloc->userData, sizeof( PriorityQHeap ));
if (pq == NULL) return NULL;
pq->size = 0;
pq->max = size;
pq->nodes = (PQnode *)alloc->memalloc( alloc->userData, (size + 1) * sizeof(pq->nodes[0]) );
if (pq->nodes == NULL) {
alloc->memfree( alloc->userData, pq );
return NULL;
}
pq->handles = (PQhandleElem *)alloc->memalloc( alloc->userData, (size + 1) * sizeof(pq->handles[0]) );
if (pq->handles == NULL) {
alloc->memfree( alloc->userData, pq->nodes );
alloc->memfree( alloc->userData, pq );
return NULL;
}
pq->initialized = FALSE;
pq->freeList = 0;
pq->leq = leq;
pq->nodes[1].handle = 1; /* so that Minimum() returns NULL */
pq->handles[1].key = NULL;
return pq;
}
/* really pqHeapDeletePriorityQHeap */
void pqHeapDeletePriorityQ( TESSalloc* alloc, PriorityQHeap *pq )
{
alloc->memfree( alloc->userData, pq->handles );
alloc->memfree( alloc->userData, pq->nodes );
alloc->memfree( alloc->userData, pq );
}
static void FloatDown( PriorityQHeap *pq, int curr )
{
PQnode *n = pq->nodes;
PQhandleElem *h = pq->handles;
PQhandle hCurr, hChild;
int child;
hCurr = n[curr].handle;
for( ;; ) {
child = curr << 1;
if( child < pq->size && LEQ( h[n[child+1].handle].key,
h[n[child].handle].key )) {
++child;
}
assert(child <= pq->max);
hChild = n[child].handle;
if( child > pq->size || LEQ( h[hCurr].key, h[hChild].key )) {
n[curr].handle = hCurr;
h[hCurr].node = curr;
break;
}
n[curr].handle = hChild;
h[hChild].node = curr;
curr = child;
}
}
static void FloatUp( PriorityQHeap *pq, int curr )
{
PQnode *n = pq->nodes;
PQhandleElem *h = pq->handles;
PQhandle hCurr, hParent;
int parent;
hCurr = n[curr].handle;
for( ;; ) {
parent = curr >> 1;
hParent = n[parent].handle;
if( parent == 0 || LEQ( h[hParent].key, h[hCurr].key )) {
n[curr].handle = hCurr;
h[hCurr].node = curr;
break;
}
n[curr].handle = hParent;
h[hParent].node = curr;
curr = parent;
}
}
/* really pqHeapInit */
void pqHeapInit( PriorityQHeap *pq )
{
int i;
/* This method of building a heap is O(n), rather than O(n lg n). */
for( i = pq->size; i >= 1; --i ) {
FloatDown( pq, i );
}
pq->initialized = TRUE;
}
/* really pqHeapInsert */
/* returns INV_HANDLE iff out of memory */
PQhandle pqHeapInsert( TESSalloc* alloc, PriorityQHeap *pq, PQkey keyNew )
{
int curr;
PQhandle free;
curr = ++ pq->size;
if( (curr*2) > pq->max ) {
if (!alloc->memrealloc)
{
return INV_HANDLE;
}
else
{
PQnode *saveNodes= pq->nodes;
PQhandleElem *saveHandles= pq->handles;
// If the heap overflows, double its size.
pq->max <<= 1;
pq->nodes = (PQnode *)alloc->memrealloc( alloc->userData, pq->nodes,
(size_t)((pq->max + 1) * sizeof( pq->nodes[0] )));
if (pq->nodes == NULL) {
pq->nodes = saveNodes; // restore ptr to free upon return
return INV_HANDLE;
}
pq->handles = (PQhandleElem *)alloc->memrealloc( alloc->userData, pq->handles,
(size_t) ((pq->max + 1) * sizeof( pq->handles[0] )));
if (pq->handles == NULL) {
pq->handles = saveHandles; // restore ptr to free upon return
return INV_HANDLE;
}
}
}
if( pq->freeList == 0 ) {
free = curr;
} else {
free = pq->freeList;
pq->freeList = pq->handles[free].node;
}
pq->nodes[curr].handle = free;
pq->handles[free].node = curr;
pq->handles[free].key = keyNew;
if( pq->initialized ) {
FloatUp( pq, curr );
}
assert(free != INV_HANDLE);
return free;
}
/* really pqHeapExtractMin */
PQkey pqHeapExtractMin( PriorityQHeap *pq )
{
PQnode *n = pq->nodes;
PQhandleElem *h = pq->handles;
PQhandle hMin = n[1].handle;
PQkey min = h[hMin].key;
if( pq->size > 0 ) {
n[1].handle = n[pq->size].handle;
h[n[1].handle].node = 1;
h[hMin].key = NULL;
h[hMin].node = pq->freeList;
pq->freeList = hMin;
if( -- pq->size > 0 ) {
FloatDown( pq, 1 );
}
}
return min;
}
/* really pqHeapDelete */
void pqHeapDelete( PriorityQHeap *pq, PQhandle hCurr )
{
PQnode *n = pq->nodes;
PQhandleElem *h = pq->handles;
int curr;
assert( hCurr >= 1 && hCurr <= pq->max && h[hCurr].key != NULL );
curr = h[hCurr].node;
n[curr].handle = n[pq->size].handle;
h[n[curr].handle].node = curr;
if( curr <= -- pq->size ) {
if( curr <= 1 || LEQ( h[n[curr>>1].handle].key, h[n[curr].handle].key )) {
FloatDown( pq, curr );
} else {
FloatUp( pq, curr );
}
}
h[hCurr].key = NULL;
h[hCurr].node = pq->freeList;
pq->freeList = hCurr;
}
/* Now redefine all the function names to map to their "Sort" versions. */
/* really tessPqSortNewPriorityQ */
PriorityQ *pqNewPriorityQ( TESSalloc* alloc, int size, int (*leq)(PQkey key1, PQkey key2) )
{
PriorityQ *pq = (PriorityQ *)alloc->memalloc( alloc->userData, sizeof( PriorityQ ));
if (pq == NULL) return NULL;
pq->heap = pqHeapNewPriorityQ( alloc, size, leq );
if (pq->heap == NULL) {
alloc->memfree( alloc->userData, pq );
return NULL;
}
// pq->keys = (PQkey *)memAlloc( INIT_SIZE * sizeof(pq->keys[0]) );
pq->keys = (PQkey *)alloc->memalloc( alloc->userData, size * sizeof(pq->keys[0]) );
if (pq->keys == NULL) {
pqHeapDeletePriorityQ( alloc, pq->heap );
alloc->memfree( alloc->userData, pq );
return NULL;
}
pq->size = 0;
pq->max = size; //INIT_SIZE;
pq->initialized = FALSE;
pq->leq = leq;
return pq;
}
/* really tessPqSortDeletePriorityQ */
void pqDeletePriorityQ( TESSalloc* alloc, PriorityQ *pq )
{
assert(pq != NULL);
if (pq->heap != NULL) pqHeapDeletePriorityQ( alloc, pq->heap );
if (pq->order != NULL) alloc->memfree( alloc->userData, pq->order );
if (pq->keys != NULL) alloc->memfree( alloc->userData, pq->keys );
alloc->memfree( alloc->userData, pq );
}
#define LT(x,y) (! LEQ(y,x))
#define GT(x,y) (! LEQ(x,y))
#define Swap(a,b) if(1){PQkey *tmp = *a; *a = *b; *b = tmp;}else
/* really tessPqSortInit */
int pqInit( TESSalloc* alloc, PriorityQ *pq )
{
PQkey **p, **r, **i, **j, *piv;
struct { PQkey **p, **r; } Stack[50], *top = Stack;
unsigned int seed = 2016473283;
/* Create an array of indirect pointers to the keys, so that we
* the handles we have returned are still valid.
*/
/*
pq->order = (PQkey **)memAlloc( (size_t)
(pq->size * sizeof(pq->order[0])) );
*/
pq->order = (PQkey **)alloc->memalloc( alloc->userData,
(size_t)((pq->size+1) * sizeof(pq->order[0])) );
/* the previous line is a patch to compensate for the fact that IBM */
/* machines return a null on a malloc of zero bytes (unlike SGI), */
/* so we have to put in this defense to guard against a memory */
/* fault four lines down. from fossum@austin.ibm.com. */
if (pq->order == NULL) return 0;
p = pq->order;
r = p + pq->size - 1;
for( piv = pq->keys, i = p; i <= r; ++piv, ++i ) {
*i = piv;
}
/* Sort the indirect pointers in descending order,
* using randomized Quicksort
*/
top->p = p; top->r = r; ++top;
while( --top >= Stack ) {
p = top->p;
r = top->r;
while( r > p + 10 ) {
seed = seed * 1539415821 + 1;
i = p + seed % (r - p + 1);
piv = *i;
*i = *p;
*p = piv;
i = p - 1;
j = r + 1;
do {
do { ++i; } while( GT( **i, *piv ));
do { --j; } while( LT( **j, *piv ));
Swap( i, j );
} while( i < j );
Swap( i, j ); /* Undo last swap */
if( i - p < r - j ) {
top->p = j+1; top->r = r; ++top;
r = i-1;
} else {
top->p = p; top->r = i-1; ++top;
p = j+1;
}
}
/* Insertion sort small lists */
for( i = p+1; i <= r; ++i ) {
piv = *i;
for( j = i; j > p && LT( **(j-1), *piv ); --j ) {
*j = *(j-1);
}
*j = piv;
}
}
pq->max = pq->size;
pq->initialized = TRUE;
pqHeapInit( pq->heap ); /* always succeeds */
#ifndef NDEBUG
p = pq->order;
r = p + pq->size - 1;
for( i = p; i < r; ++i ) {
assert( LEQ( **(i+1), **i ));
}
#endif
return 1;
}
/* really tessPqSortInsert */
/* returns INV_HANDLE iff out of memory */
PQhandle pqInsert( TESSalloc* alloc, PriorityQ *pq, PQkey keyNew )
{
int curr;
if( pq->initialized ) {
return pqHeapInsert( alloc, pq->heap, keyNew );
}
curr = pq->size;
if( ++ pq->size >= pq->max ) {
if (!alloc->memrealloc)
{
return INV_HANDLE;
}
else
{
PQkey *saveKey= pq->keys;
// If the heap overflows, double its size.
pq->max <<= 1;
pq->keys = (PQkey *)alloc->memrealloc( alloc->userData, pq->keys,
(size_t)(pq->max * sizeof( pq->keys[0] )));
if (pq->keys == NULL) {
pq->keys = saveKey; // restore ptr to free upon return
return INV_HANDLE;
}
}
}
assert(curr != INV_HANDLE);
pq->keys[curr] = keyNew;
/* Negative handles index the sorted array. */
return -(curr+1);
}
/* really tessPqSortExtractMin */
PQkey pqExtractMin( PriorityQ *pq )
{
PQkey sortMin, heapMin;
if( pq->size == 0 ) {
return pqHeapExtractMin( pq->heap );
}
sortMin = *(pq->order[pq->size-1]);
if( ! pqHeapIsEmpty( pq->heap )) {
heapMin = pqHeapMinimum( pq->heap );
if( LEQ( heapMin, sortMin )) {
return pqHeapExtractMin( pq->heap );
}
}
do {
-- pq->size;
} while( pq->size > 0 && *(pq->order[pq->size-1]) == NULL );
return sortMin;
}
/* really tessPqSortMinimum */
PQkey pqMinimum( PriorityQ *pq )
{
PQkey sortMin, heapMin;
if( pq->size == 0 ) {
return pqHeapMinimum( pq->heap );
}
sortMin = *(pq->order[pq->size-1]);
if( ! pqHeapIsEmpty( pq->heap )) {
heapMin = pqHeapMinimum( pq->heap );
if( LEQ( heapMin, sortMin )) {
return heapMin;
}
}
return sortMin;
}
/* really tessPqSortIsEmpty */
int pqIsEmpty( PriorityQ *pq )
{
return (pq->size == 0) && pqHeapIsEmpty( pq->heap );
}
/* really tessPqSortDelete */
void pqDelete( PriorityQ *pq, PQhandle curr )
{
if( curr >= 0 ) {
pqHeapDelete( pq->heap, curr );
return;
}
curr = -(curr+1);
assert( curr < pq->max && pq->keys[curr] != NULL );
pq->keys[curr] = NULL;
while( pq->size > 0 && *(pq->order[pq->size-1]) == NULL ) {
-- pq->size;
}
}

104
src/libtess2/priorityq.h Executable file
View File

@@ -0,0 +1,104 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
#ifndef PRIORITYQ_H
#define PRIORITYQ_H
/* The basic operations are insertion of a new key (pqInsert),
* and examination/extraction of a key whose value is minimum
* (pqMinimum/pqExtractMin). Deletion is also allowed (pqDelete);
* for this purpose pqInsert returns a "handle" which is supplied
* as the argument.
*
* An initial heap may be created efficiently by calling pqInsert
* repeatedly, then calling pqInit. In any case pqInit must be called
* before any operations other than pqInsert are used.
*
* If the heap is empty, pqMinimum/pqExtractMin will return a NULL key.
* This may also be tested with pqIsEmpty.
*/
/* Since we support deletion the data structure is a little more
* complicated than an ordinary heap. "nodes" is the heap itself;
* active nodes are stored in the range 1..pq->size. When the
* heap exceeds its allocated size (pq->max), its size doubles.
* The children of node i are nodes 2i and 2i+1.
*
* Each node stores an index into an array "handles". Each handle
* stores a key, plus a pointer back to the node which currently
* represents that key (ie. nodes[handles[i].node].handle == i).
*/
typedef void *PQkey;
typedef int PQhandle;
typedef struct PriorityQHeap PriorityQHeap;
#define INV_HANDLE 0x0fffffff
typedef struct { PQhandle handle; } PQnode;
typedef struct { PQkey key; PQhandle node; } PQhandleElem;
struct PriorityQHeap {
PQnode *nodes;
PQhandleElem *handles;
int size, max;
PQhandle freeList;
int initialized;
int (*leq)(PQkey key1, PQkey key2);
};
typedef struct PriorityQ PriorityQ;
struct PriorityQ {
PriorityQHeap *heap;
PQkey *keys;
PQkey **order;
PQhandle size, max;
int initialized;
int (*leq)(PQkey key1, PQkey key2);
};
PriorityQ *pqNewPriorityQ( TESSalloc* alloc, int size, int (*leq)(PQkey key1, PQkey key2) );
void pqDeletePriorityQ( TESSalloc* alloc, PriorityQ *pq );
int pqInit( TESSalloc* alloc, PriorityQ *pq );
PQhandle pqInsert( TESSalloc* alloc, PriorityQ *pq, PQkey key );
PQkey pqExtractMin( PriorityQ *pq );
void pqDelete( PriorityQ *pq, PQhandle handle );
PQkey pqMinimum( PriorityQ *pq );
int pqIsEmpty( PriorityQ *pq );
#endif

1322
src/libtess2/sweep.c Executable file

File diff suppressed because it is too large Load Diff

74
src/libtess2/sweep.h Executable file
View File

@@ -0,0 +1,74 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
#ifndef SWEEP_H
#define SWEEP_H
#include "mesh.h"
/* tessComputeInterior( tess ) computes the planar arrangement specified
* by the given contours, and further subdivides this arrangement
* into regions. Each region is marked "inside" if it belongs
* to the polygon, according to the rule given by tess->windingRule.
* Each interior region is guaranteed be monotone.
*/
int tessComputeInterior( TESStesselator *tess );
/* The following is here *only* for access by debugging routines */
#include "dict.h"
/* For each pair of adjacent edges crossing the sweep line, there is
* an ActiveRegion to represent the region between them. The active
* regions are kept in sorted order in a dynamic dictionary. As the
* sweep line crosses each vertex, we update the affected regions.
*/
struct ActiveRegion {
TESShalfEdge *eUp; /* upper edge, directed right to left */
DictNode *nodeUp; /* dictionary node corresponding to eUp */
int windingNumber; /* used to determine which regions are
* inside the polygon */
int inside; /* is this region inside the polygon? */
int sentinel; /* marks fake edges at t = +/-infinity */
int dirty; /* marks regions where the upper or lower
* edge has changed, but we haven't checked
* whether they intersect yet */
int fixUpperEdge; /* marks temporary edges introduced when
* we process a "right vertex" (one without
* any edges leaving to the right) */
};
#define RegionBelow(r) ((ActiveRegion *) dictKey(dictPred((r)->nodeUp)))
#define RegionAbove(r) ((ActiveRegion *) dictKey(dictSucc((r)->nodeUp)))
#endif

968
src/libtess2/tess.c Executable file
View File

@@ -0,0 +1,968 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
#include <stddef.h>
#include <assert.h>
#include <setjmp.h>
#include "bucketalloc.h"
#include "tess.h"
#include "mesh.h"
#include "sweep.h"
#include "geom.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#define TRUE 1
#define FALSE 0
#define Dot(u,v) (u[0]*v[0] + u[1]*v[1] + u[2]*v[2])
static void Normalize( TESSreal v[3] )
{
TESSreal len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
assert( len > 0 );
len = sqrtf( len );
v[0] /= len;
v[1] /= len;
v[2] /= len;
}
#define ABS(x) ((x) < 0 ? -(x) : (x))
static int LongAxis( TESSreal v[3] )
{
int i = 0;
if( ABS(v[1]) > ABS(v[0]) ) { i = 1; }
if( ABS(v[2]) > ABS(v[i]) ) { i = 2; }
return i;
}
static void ComputeNormal( TESStesselator *tess, TESSreal norm[3] )
{
TESSvertex *v, *v1, *v2;
TESSreal c, tLen2, maxLen2;
TESSreal maxVal[3], minVal[3], d1[3], d2[3], tNorm[3];
TESSvertex *maxVert[3], *minVert[3];
TESSvertex *vHead = &tess->mesh->vHead;
int i;
v = vHead->next;
for( i = 0; i < 3; ++i ) {
c = v->coords[i];
minVal[i] = c;
minVert[i] = v;
maxVal[i] = c;
maxVert[i] = v;
}
for( v = vHead->next; v != vHead; v = v->next ) {
for( i = 0; i < 3; ++i ) {
c = v->coords[i];
if( c < minVal[i] ) { minVal[i] = c; minVert[i] = v; }
if( c > maxVal[i] ) { maxVal[i] = c; maxVert[i] = v; }
}
}
/* Find two vertices separated by at least 1/sqrt(3) of the maximum
* distance between any two vertices
*/
i = 0;
if( maxVal[1] - minVal[1] > maxVal[0] - minVal[0] ) { i = 1; }
if( maxVal[2] - minVal[2] > maxVal[i] - minVal[i] ) { i = 2; }
if( minVal[i] >= maxVal[i] ) {
/* All vertices are the same -- normal doesn't matter */
norm[0] = 0; norm[1] = 0; norm[2] = 1;
return;
}
/* Look for a third vertex which forms the triangle with maximum area
* (Length of normal == twice the triangle area)
*/
maxLen2 = 0;
v1 = minVert[i];
v2 = maxVert[i];
d1[0] = v1->coords[0] - v2->coords[0];
d1[1] = v1->coords[1] - v2->coords[1];
d1[2] = v1->coords[2] - v2->coords[2];
for( v = vHead->next; v != vHead; v = v->next ) {
d2[0] = v->coords[0] - v2->coords[0];
d2[1] = v->coords[1] - v2->coords[1];
d2[2] = v->coords[2] - v2->coords[2];
tNorm[0] = d1[1]*d2[2] - d1[2]*d2[1];
tNorm[1] = d1[2]*d2[0] - d1[0]*d2[2];
tNorm[2] = d1[0]*d2[1] - d1[1]*d2[0];
tLen2 = tNorm[0]*tNorm[0] + tNorm[1]*tNorm[1] + tNorm[2]*tNorm[2];
if( tLen2 > maxLen2 ) {
maxLen2 = tLen2;
norm[0] = tNorm[0];
norm[1] = tNorm[1];
norm[2] = tNorm[2];
}
}
if( maxLen2 <= 0 ) {
/* All points lie on a single line -- any decent normal will do */
norm[0] = norm[1] = norm[2] = 0;
norm[LongAxis(d1)] = 1;
}
}
static void CheckOrientation( TESStesselator *tess )
{
TESSreal area;
TESSface *f, *fHead = &tess->mesh->fHead;
TESSvertex *v, *vHead = &tess->mesh->vHead;
TESShalfEdge *e;
/* When we compute the normal automatically, we choose the orientation
* so that the the sum of the signed areas of all contours is non-negative.
*/
area = 0;
for( f = fHead->next; f != fHead; f = f->next ) {
e = f->anEdge;
if( e->winding <= 0 ) continue;
do {
area += (e->Org->s - e->Dst->s) * (e->Org->t + e->Dst->t);
e = e->Lnext;
} while( e != f->anEdge );
}
if( area < 0 ) {
/* Reverse the orientation by flipping all the t-coordinates */
for( v = vHead->next; v != vHead; v = v->next ) {
v->t = - v->t;
}
tess->tUnit[0] = - tess->tUnit[0];
tess->tUnit[1] = - tess->tUnit[1];
tess->tUnit[2] = - tess->tUnit[2];
}
}
#ifdef FOR_TRITE_TEST_PROGRAM
#include <stdlib.h>
extern int RandomSweep;
#define S_UNIT_X (RandomSweep ? (2*drand48()-1) : 1.0)
#define S_UNIT_Y (RandomSweep ? (2*drand48()-1) : 0.0)
#else
#if defined(SLANTED_SWEEP)
/* The "feature merging" is not intended to be complete. There are
* special cases where edges are nearly parallel to the sweep line
* which are not implemented. The algorithm should still behave
* robustly (ie. produce a reasonable tesselation) in the presence
* of such edges, however it may miss features which could have been
* merged. We could minimize this effect by choosing the sweep line
* direction to be something unusual (ie. not parallel to one of the
* coordinate axes).
*/
#define S_UNIT_X (TESSreal)0.50941539564955385 /* Pre-normalized */
#define S_UNIT_Y (TESSreal)0.86052074622010633
#else
#define S_UNIT_X (TESSreal)1.0
#define S_UNIT_Y (TESSreal)0.0
#endif
#endif
/* Determine the polygon normal and project vertices onto the plane
* of the polygon.
*/
void tessProjectPolygon( TESStesselator *tess )
{
TESSvertex *v, *vHead = &tess->mesh->vHead;
TESSreal norm[3];
TESSreal *sUnit, *tUnit;
int i, first, computedNormal = FALSE;
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 );
computedNormal = TRUE;
}
sUnit = tess->sUnit;
tUnit = tess->tUnit;
i = LongAxis( norm );
#if defined(FOR_TRITE_TEST_PROGRAM) || defined(TRUE_PROJECT)
/* Choose the initial sUnit vector to be approximately perpendicular
* to the normal.
*/
Normalize( norm );
sUnit[i] = 0;
sUnit[(i+1)%3] = S_UNIT_X;
sUnit[(i+2)%3] = S_UNIT_Y;
/* Now make it exactly perpendicular */
w = Dot( sUnit, norm );
sUnit[0] -= w * norm[0];
sUnit[1] -= w * norm[1];
sUnit[2] -= w * norm[2];
Normalize( sUnit );
/* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
tUnit[0] = norm[1]*sUnit[2] - norm[2]*sUnit[1];
tUnit[1] = norm[2]*sUnit[0] - norm[0]*sUnit[2];
tUnit[2] = norm[0]*sUnit[1] - norm[1]*sUnit[0];
Normalize( tUnit );
#else
/* Project perpendicular to a coordinate axis -- better numerically */
sUnit[i] = 0;
sUnit[(i+1)%3] = S_UNIT_X;
sUnit[(i+2)%3] = S_UNIT_Y;
tUnit[i] = 0;
tUnit[(i+1)%3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
tUnit[(i+2)%3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
#endif
/* Project the vertices onto the sweep plane */
for( v = vHead->next; v != vHead; v = v->next )
{
v->s = Dot( v->coords, sUnit );
v->t = Dot( v->coords, tUnit );
}
if( computedNormal ) {
CheckOrientation( tess );
}
/* Compute ST bounds. */
first = 1;
for( v = vHead->next; v != vHead; v = v->next )
{
if (first)
{
tess->bmin[0] = tess->bmax[0] = v->s;
tess->bmin[1] = tess->bmax[1] = v->t;
first = 0;
}
else
{
if (v->s < tess->bmin[0]) tess->bmin[0] = v->s;
if (v->s > tess->bmax[0]) tess->bmax[0] = v->s;
if (v->t < tess->bmin[1]) tess->bmin[1] = v->t;
if (v->t > tess->bmax[1]) tess->bmax[1] = v->t;
}
}
}
#define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
eDst->Sym->winding += eSrc->Sym->winding)
/* tessMeshTessellateMonoRegion( face ) tessellates a monotone region
* (what else would it do??) The region must consist of a single
* loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
* case means that any vertical line intersects the interior of the
* region in a single interval.
*
* Tessellation consists of adding interior edges (actually pairs of
* half-edges), to split the region into non-overlapping triangles.
*
* The basic idea is explained in Preparata and Shamos (which I don''t
* have handy right now), although their implementation is more
* complicated than this one. The are two edge chains, an upper chain
* and a lower chain. We process all vertices from both chains in order,
* from right to left.
*
* The algorithm ensures that the following invariant holds after each
* vertex is processed: the untessellated region consists of two
* chains, where one chain (say the upper) is a single edge, and
* the other chain is concave. The left vertex of the single edge
* is always to the left of all vertices in the concave chain.
*
* Each step consists of adding the rightmost unprocessed vertex to one
* of the two chains, and forming a fan of triangles from the rightmost
* of two chain endpoints. Determining whether we can add each triangle
* to the fan is a simple orientation test. By making the fan as large
* as possible, we restore the invariant (check it yourself).
*/
int tessMeshTessellateMonoRegion( TESSmesh *mesh, TESSface *face )
{
TESShalfEdge *up, *lo;
/* All edges are oriented CCW around the boundary of the region.
* First, find the half-edge whose origin vertex is rightmost.
* Since the sweep goes from left to right, face->anEdge should
* be close to the edge we want.
*/
up = face->anEdge;
assert( up->Lnext != up && up->Lnext->Lnext != up );
for( ; VertLeq( up->Dst, up->Org ); up = up->Lprev )
;
for( ; VertLeq( up->Org, up->Dst ); up = up->Lnext )
;
lo = up->Lprev;
while( up->Lnext != lo ) {
if( VertLeq( up->Dst, lo->Org )) {
/* up->Dst is on the left. It is safe to form triangles from lo->Org.
* The EdgeGoesLeft test guarantees progress even when some triangles
* are CW, given that the upper and lower chains are truly monotone.
*/
while( lo->Lnext != up && (EdgeGoesLeft( lo->Lnext )
|| EdgeSign( lo->Org, lo->Dst, lo->Lnext->Dst ) <= 0 )) {
TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, lo->Lnext, lo );
if (tempHalfEdge == NULL) return 0;
lo = tempHalfEdge->Sym;
}
lo = lo->Lprev;
} else {
/* lo->Org is on the left. We can make CCW triangles from up->Dst. */
while( lo->Lnext != up && (EdgeGoesRight( up->Lprev )
|| EdgeSign( up->Dst, up->Org, up->Lprev->Org ) >= 0 )) {
TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, up, up->Lprev );
if (tempHalfEdge == NULL) return 0;
up = tempHalfEdge->Sym;
}
up = up->Lnext;
}
}
/* Now lo->Org == up->Dst == the leftmost vertex. The remaining region
* can be tessellated in a fan from this leftmost vertex.
*/
assert( lo->Lnext != up );
while( lo->Lnext->Lnext != up ) {
TESShalfEdge *tempHalfEdge= tessMeshConnect( mesh, lo->Lnext, lo );
if (tempHalfEdge == NULL) return 0;
lo = tempHalfEdge->Sym;
}
return 1;
}
/* tessMeshTessellateInterior( mesh ) tessellates each region of
* the mesh which is marked "inside" the polygon. Each such region
* must be monotone.
*/
int tessMeshTessellateInterior( TESSmesh *mesh )
{
TESSface *f, *next;
/*LINTED*/
for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
/* Make sure we don''t try to tessellate the new triangles. */
next = f->next;
if( f->inside ) {
if ( !tessMeshTessellateMonoRegion( mesh, f ) ) return 0;
}
}
return 1;
}
/* tessMeshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
* which are not marked "inside" the polygon. Since further mesh operations
* on NULL faces are not allowed, the main purpose is to clean up the
* mesh so that exterior loops are not represented in the data structure.
*/
void tessMeshDiscardExterior( TESSmesh *mesh )
{
TESSface *f, *next;
/*LINTED*/
for( f = mesh->fHead.next; f != &mesh->fHead; f = next ) {
/* Since f will be destroyed, save its next pointer. */
next = f->next;
if( ! f->inside ) {
tessMeshZapFace( mesh, f );
}
}
}
/* tessMeshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
* winding numbers on all edges so that regions marked "inside" the
* polygon have a winding number of "value", and regions outside
* have a winding number of 0.
*
* If keepOnlyBoundary is TRUE, it also deletes all edges which do not
* separate an interior region from an exterior one.
*/
int tessMeshSetWindingNumber( TESSmesh *mesh, int value,
int keepOnlyBoundary )
{
TESShalfEdge *e, *eNext;
for( e = mesh->eHead.next; e != &mesh->eHead; e = eNext ) {
eNext = e->next;
if( e->Rface->inside != e->Lface->inside ) {
/* This is a boundary edge (one side is interior, one is exterior). */
e->winding = (e->Lface->inside) ? value : -value;
} else {
/* Both regions are interior, or both are exterior. */
if( ! keepOnlyBoundary ) {
e->winding = 0;
} else {
if ( !tessMeshDelete( mesh, e ) ) return 0;
}
}
}
return 1;
}
void* heapAlloc( void* userData, unsigned int size )
{
return malloc( size );
}
void* heapRealloc( void *userData, void* ptr, unsigned int size )
{
return realloc( ptr, size );
}
void heapFree( void* userData, void* ptr )
{
free( ptr );
}
static TESSalloc defaulAlloc =
{
heapAlloc,
heapRealloc,
heapFree,
0,
0,
0,
0,
0,
0,
0,
};
TESStesselator* tessNewTess( TESSalloc* alloc )
{
TESStesselator* tess;
if (alloc == NULL)
alloc = &defaulAlloc;
/* Only initialize fields which can be changed by the api. Other fields
* are initialized where they are used.
*/
tess = (TESStesselator *)alloc->memalloc( alloc->userData, sizeof( TESStesselator ));
if ( tess == NULL ) {
return 0; /* out of memory */
}
tess->alloc = *alloc;
/* Check and set defaults. */
if (tess->alloc.meshEdgeBucketSize == 0)
tess->alloc.meshEdgeBucketSize = 512;
if (tess->alloc.meshVertexBucketSize == 0)
tess->alloc.meshVertexBucketSize = 512;
if (tess->alloc.meshFaceBucketSize == 0)
tess->alloc.meshFaceBucketSize = 256;
if (tess->alloc.dictNodeBucketSize == 0)
tess->alloc.dictNodeBucketSize = 512;
if (tess->alloc.regionBucketSize == 0)
tess->alloc.regionBucketSize = 256;
tess->normal[0] = 0;
tess->normal[1] = 0;
tess->normal[2] = 0;
tess->bmin[0] = 0;
tess->bmin[1] = 0;
tess->bmax[0] = 0;
tess->bmax[1] = 0;
tess->windingRule = TESS_WINDING_ODD;
if (tess->alloc.regionBucketSize < 16)
tess->alloc.regionBucketSize = 16;
if (tess->alloc.regionBucketSize > 4096)
tess->alloc.regionBucketSize = 4096;
tess->regionPool = createBucketAlloc( &tess->alloc, "Regions",
sizeof(ActiveRegion), tess->alloc.regionBucketSize );
// Initialize to begin polygon.
tess->mesh = NULL;
tess->outOfMemory = 0;
tess->vertexIndexCounter = 0;
tess->vertices = 0;
tess->vertexIndices = 0;
tess->vertexCount = 0;
tess->elements = 0;
tess->elementCount = 0;
return tess;
}
void tessDeleteTess( TESStesselator *tess )
{
struct TESSalloc alloc = tess->alloc;
deleteBucketAlloc( tess->regionPool );
if( tess->mesh != NULL ) {
tessMeshDeleteMesh( &alloc, tess->mesh );
tess->mesh = NULL;
}
if (tess->vertices != NULL) {
alloc.memfree( alloc.userData, tess->vertices );
tess->vertices = 0;
}
if (tess->vertexIndices != NULL) {
alloc.memfree( alloc.userData, tess->vertexIndices );
tess->vertexIndices = 0;
}
if (tess->elements != NULL) {
alloc.memfree( alloc.userData, tess->elements );
tess->elements = 0;
}
alloc.memfree( alloc.userData, tess );
}
static TESSindex GetNeighbourFace(TESShalfEdge* edge)
{
if (!edge->Rface)
return TESS_UNDEF;
if (!edge->Rface->inside)
return TESS_UNDEF;
return edge->Rface->n;
}
void OutputPolymesh( TESStesselator *tess, TESSmesh *mesh, int elementType, int polySize, int vertexSize )
{
TESSvertex* v = 0;
TESSface* f = 0;
TESShalfEdge* edge = 0;
int maxFaceCount = 0;
int maxVertexCount = 0;
int faceVerts, i;
TESSindex *elements = 0;
TESSreal *vert;
// Assume that the input data is triangles now.
// Try to merge as many polygons as possible
if (polySize > 3)
{
if (!tessMeshMergeConvexFaces( mesh, polySize ))
{
tess->outOfMemory = 1;
return;
}
}
// Mark unused
for ( v = mesh->vHead.next; v != &mesh->vHead; v = v->next )
v->n = TESS_UNDEF;
// Create unique IDs for all vertices and faces.
for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
{
f->n = TESS_UNDEF;
if( !f->inside ) continue;
edge = f->anEdge;
faceVerts = 0;
do
{
v = edge->Org;
if ( v->n == TESS_UNDEF )
{
v->n = maxVertexCount;
maxVertexCount++;
}
faceVerts++;
edge = edge->Lnext;
}
while (edge != f->anEdge);
assert( faceVerts <= polySize );
f->n = maxFaceCount;
++maxFaceCount;
}
tess->elementCount = maxFaceCount;
if (elementType == TESS_CONNECTED_POLYGONS)
maxFaceCount *= 2;
tess->elements = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
sizeof(TESSindex) * maxFaceCount * polySize );
if (!tess->elements)
{
tess->outOfMemory = 1;
return;
}
tess->vertexCount = maxVertexCount;
tess->vertices = (TESSreal*)tess->alloc.memalloc( tess->alloc.userData,
sizeof(TESSreal) * tess->vertexCount * vertexSize );
if (!tess->vertices)
{
tess->outOfMemory = 1;
return;
}
tess->vertexIndices = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
sizeof(TESSindex) * tess->vertexCount );
if (!tess->vertexIndices)
{
tess->outOfMemory = 1;
return;
}
// Output vertices.
for ( v = mesh->vHead.next; v != &mesh->vHead; v = v->next )
{
if ( v->n != TESS_UNDEF )
{
// Store coordinate
vert = &tess->vertices[v->n*vertexSize];
vert[0] = v->coords[0];
vert[1] = v->coords[1];
if ( vertexSize > 2 )
vert[2] = v->coords[2];
// Store vertex index.
tess->vertexIndices[v->n] = v->idx;
}
}
// Output indices.
elements = tess->elements;
for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
{
if ( !f->inside ) continue;
// Store polygon
edge = f->anEdge;
faceVerts = 0;
do
{
v = edge->Org;
*elements++ = v->n;
faceVerts++;
edge = edge->Lnext;
}
while (edge != f->anEdge);
// Fill unused.
for (i = faceVerts; i < polySize; ++i)
*elements++ = TESS_UNDEF;
// Store polygon connectivity
if ( elementType == TESS_CONNECTED_POLYGONS )
{
edge = f->anEdge;
do
{
*elements++ = GetNeighbourFace( edge );
edge = edge->Lnext;
}
while (edge != f->anEdge);
// Fill unused.
for (i = faceVerts; i < polySize; ++i)
*elements++ = TESS_UNDEF;
}
}
}
void OutputContours( TESStesselator *tess, TESSmesh *mesh, int vertexSize )
{
TESSface *f = 0;
TESShalfEdge *edge = 0;
TESShalfEdge *start = 0;
TESSreal *verts = 0;
TESSindex *elements = 0;
TESSindex *vertInds = 0;
int startVert = 0;
int vertCount = 0;
tess->vertexCount = 0;
tess->elementCount = 0;
for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
{
if ( !f->inside ) continue;
start = edge = f->anEdge;
do
{
++tess->vertexCount;
edge = edge->Lnext;
}
while ( edge != start );
++tess->elementCount;
}
tess->elements = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
sizeof(TESSindex) * tess->elementCount * 2 );
if (!tess->elements)
{
tess->outOfMemory = 1;
return;
}
tess->vertices = (TESSreal*)tess->alloc.memalloc( tess->alloc.userData,
sizeof(TESSreal) * tess->vertexCount * vertexSize );
if (!tess->vertices)
{
tess->outOfMemory = 1;
return;
}
tess->vertexIndices = (TESSindex*)tess->alloc.memalloc( tess->alloc.userData,
sizeof(TESSindex) * tess->vertexCount );
if (!tess->vertexIndices)
{
tess->outOfMemory = 1;
return;
}
verts = tess->vertices;
elements = tess->elements;
vertInds = tess->vertexIndices;
startVert = 0;
for ( f = mesh->fHead.next; f != &mesh->fHead; f = f->next )
{
if ( !f->inside ) continue;
vertCount = 0;
start = edge = f->anEdge;
do
{
*verts++ = edge->Org->coords[0];
*verts++ = edge->Org->coords[1];
if ( vertexSize > 2 )
*verts++ = edge->Org->coords[2];
*vertInds++ = edge->Org->idx;
++vertCount;
edge = edge->Lnext;
}
while ( edge != start );
elements[0] = startVert;
elements[1] = vertCount;
elements += 2;
startVert += vertCount;
}
}
void tessAddContour( TESStesselator *tess, int size, const void* vertices,
int stride, int numVertices )
{
const unsigned char *src = (const unsigned char*)vertices;
TESShalfEdge *e;
int i;
if ( tess->mesh == NULL )
tess->mesh = tessMeshNewMesh( &tess->alloc );
if ( tess->mesh == NULL ) {
tess->outOfMemory = 1;
return;
}
if ( size < 2 )
size = 2;
if ( size > 3 )
size = 3;
e = NULL;
for( i = 0; i < numVertices; ++i )
{
const TESSreal* coords = (const TESSreal*)src;
src += stride;
if( e == NULL ) {
/* Make a self-loop (one vertex, one edge). */
e = tessMeshMakeEdge( tess->mesh );
if ( e == NULL ) {
tess->outOfMemory = 1;
return;
}
if ( !tessMeshSplice( tess->mesh, e, e->Sym ) ) {
tess->outOfMemory = 1;
return;
}
} else {
/* Create a new vertex and edge which immediately follow e
* in the ordering around the left face.
*/
if ( tessMeshSplitEdge( tess->mesh, e ) == NULL ) {
tess->outOfMemory = 1;
return;
}
e = e->Lnext;
}
/* The new vertex is now e->Org. */
e->Org->coords[0] = coords[0];
e->Org->coords[1] = coords[1];
if ( size > 2 )
e->Org->coords[2] = coords[2];
else
e->Org->coords[2] = 0;
/* Store the insertion number so that the vertex can be later recognized. */
e->Org->idx = tess->vertexIndexCounter++;
/* The winding of an edge says how the winding number changes as we
* cross from the edge''s right face to its left face. We add the
* vertices in such an order that a CCW contour will add +1 to
* the winding number of the region inside the contour.
*/
e->winding = 1;
e->Sym->winding = -1;
}
}
int tessTesselate( TESStesselator *tess, int windingRule, int elementType,
int polySize, int vertexSize, const TESSreal* normal )
{
TESSmesh *mesh;
int rc = 1;
if (tess->vertices != NULL) {
tess->alloc.memfree( tess->alloc.userData, tess->vertices );
tess->vertices = 0;
}
if (tess->elements != NULL) {
tess->alloc.memfree( tess->alloc.userData, tess->elements );
tess->elements = 0;
}
if (tess->vertexIndices != NULL) {
tess->alloc.memfree( tess->alloc.userData, tess->vertexIndices );
tess->vertexIndices = 0;
}
tess->vertexIndexCounter = 0;
if (normal)
{
tess->normal[0] = normal[0];
tess->normal[1] = normal[1];
tess->normal[2] = normal[2];
}
tess->windingRule = windingRule;
if (vertexSize < 2)
vertexSize = 2;
if (vertexSize > 3)
vertexSize = 3;
if (setjmp(tess->env) != 0) {
/* come back here if out of memory */
return 0;
}
if (!tess->mesh)
{
return 0;
}
/* Determine the polygon normal and project vertices onto the plane
* of the polygon.
*/
tessProjectPolygon( tess );
/* tessComputeInterior( tess ) computes the planar arrangement specified
* by the given contours, and further subdivides this arrangement
* into regions. Each region is marked "inside" if it belongs
* to the polygon, according to the rule given by tess->windingRule.
* Each interior region is guaranteed be monotone.
*/
if ( !tessComputeInterior( tess ) ) {
longjmp(tess->env,1); /* could've used a label */
}
mesh = tess->mesh;
/* If the user wants only the boundary contours, we throw away all edges
* except those which separate the interior from the exterior.
* Otherwise we tessellate all the regions marked "inside".
*/
if (elementType == TESS_BOUNDARY_CONTOURS) {
rc = tessMeshSetWindingNumber( mesh, 1, TRUE );
} else {
rc = tessMeshTessellateInterior( mesh );
}
if (rc == 0) longjmp(tess->env,1); /* could've used a label */
tessMeshCheckMesh( mesh );
if (elementType == TESS_BOUNDARY_CONTOURS) {
OutputContours( tess, mesh, vertexSize ); /* output contours */
}
else
{
OutputPolymesh( tess, mesh, elementType, polySize, vertexSize ); /* output polygons */
}
tessMeshDeleteMesh( &tess->alloc, mesh );
tess->mesh = NULL;
if (tess->outOfMemory)
return 0;
return 1;
}
int tessGetVertexCount( TESStesselator *tess )
{
return tess->vertexCount;
}
const TESSreal* tessGetVertices( TESStesselator *tess )
{
return tess->vertices;
}
const TESSindex* tessGetVertexIndices( TESStesselator *tess )
{
return tess->vertexIndices;
}
int tessGetElementCount( TESStesselator *tess )
{
return tess->elementCount;
}
const int* tessGetElements( TESStesselator *tess )
{
return tess->elements;
}

90
src/libtess2/tess.h Executable file
View File

@@ -0,0 +1,90 @@
/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) [dates of first publication] Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Author: Eric Veach, July 1994.
*/
#ifndef TESS_H
#define TESS_H
#include <setjmp.h>
#include "bucketalloc.h"
#include "mesh.h"
#include "dict.h"
#include "priorityq.h"
#include <libtess2/tesselator.h>
#ifdef __cplusplus
extern "C" {
#endif
//typedef struct TESStesselator TESStesselator;
struct TESStesselator {
/*** state needed for collecting the input data ***/
TESSmesh *mesh; /* stores the input contours, and eventually
the tessellation itself */
int outOfMemory;
/*** state needed for projecting onto the sweep plane ***/
TESSreal normal[3]; /* user-specified normal (if provided) */
TESSreal sUnit[3]; /* unit vector in s-direction (debugging) */
TESSreal tUnit[3]; /* unit vector in t-direction (debugging) */
TESSreal bmin[2];
TESSreal bmax[2];
/*** state needed for the line sweep ***/
int windingRule; /* rule for determining polygon interior */
Dict *dict; /* edge dictionary for sweep line */
PriorityQ *pq; /* priority queue of vertex events */
TESSvertex *event; /* current sweep event being processed */
struct BucketAlloc* regionPool;
TESSindex vertexIndexCounter;
TESSreal *vertices;
TESSindex *vertexIndices;
int vertexCount;
TESSindex *elements;
int elementCount;
TESSalloc alloc;
jmp_buf env; /* place to jump to when memAllocs fail */
};
#ifdef __cplusplus
};
#endif
#endif

View File

@@ -13,6 +13,7 @@
#include <llmr/util/pbf.hpp>
#include <llmr/util/string.hpp>
#include <chrono>
using namespace llmr;
@@ -176,16 +177,29 @@ std::shared_ptr<Bucket> Tile::createBucket(const VectorTile& tile, const BucketD
std::shared_ptr<Bucket> Tile::createFillBucket(const VectorTileLayer& layer, const BucketDescription& bucket_desc) {
std::shared_ptr<FillBucket> bucket = std::make_shared<FillBucket>(fillVertexBuffer, triangleElementsBuffer, lineElementsBuffer, bucket_desc);
// auto init_start = std::chrono::high_resolution_clock::now();
FilteredVectorTileLayer filtered_layer(layer, bucket_desc);
for (pbf feature : filtered_layer) {
while (feature.next(4)) { // geometry
pbf geometry_pbf = feature.message();
if (geometry_pbf) {
bucket->addGeometry(geometry_pbf);
bucket->tessellate();
}
}
}
// auto init_end = std::chrono::high_resolution_clock::now();
// auto init = (double)std::chrono::duration_cast<std::chrono::microseconds>(init_end - init_start).count() / 1000.0;
// auto tess_start = std::chrono::high_resolution_clock::now();
// auto tess_end = std::chrono::high_resolution_clock::now();
// auto tess = (double)std::chrono::duration_cast<std::chrono::microseconds>(tess_end - tess_start).count() / 1000.0;
// fprintf(stderr, "%s/%s init: %f tess: %f\n", bucket_desc.source_layer.c_str(), bucket_desc.source_field.c_str(), init, tess);
return bucket;
}

View File

@@ -9,27 +9,64 @@
#include <llmr/platform/gl.hpp>
#include <cassert>
struct geometry_too_long_exception : std::exception {};
using namespace llmr;
void *FillBucket::alloc(void *, unsigned int size) {
return ::malloc(size);
}
void *FillBucket::realloc(void *, void *ptr, unsigned int size) {
return ::realloc(ptr, size);
}
void FillBucket::free(void *, void *ptr) {
::free(ptr);
}
FillBucket::FillBucket(const std::shared_ptr<FillVertexBuffer>& vertexBuffer,
const std::shared_ptr<TriangleElementsBuffer>& triangleElementsBuffer,
const std::shared_ptr<LineElementsBuffer>& lineElementsBuffer,
const BucketDescription& bucket_desc)
: geom_desc(bucket_desc.geometry),
vertexBuffer(vertexBuffer),
triangleElementsBuffer(triangleElementsBuffer),
lineElementsBuffer(lineElementsBuffer),
vertex_start(vertexBuffer->index()),
triangle_elements_start(triangleElementsBuffer->index()),
line_elements_start(lineElementsBuffer->index()) {
allocator(new TESSalloc {
&alloc,
&realloc,
&free,
nullptr, // userData
64, // meshEdgeBucketSize
64, // meshVertexBucketSize
32, // meshFaceBucketSize
64, // dictNodeBucketSize
8, // regionBucketSize
128, // extraVertices allocated for the priority queue.
}),
tesselator(tessNewTess(allocator)),
vertexBuffer(vertexBuffer),
triangleElementsBuffer(triangleElementsBuffer),
lineElementsBuffer(lineElementsBuffer),
vertex_start(vertexBuffer->index()),
triangle_elements_start(triangleElementsBuffer->index()),
line_elements_start(lineElementsBuffer->index()) {
assert(tesselator);
}
FillBucket::~FillBucket() {
if (tesselator) {
tessDeleteTess(tesselator);
}
if (allocator) {
delete allocator;
}
}
void FillBucket::addGeometry(pbf& geom) {
std::vector<Coordinate> line;
Geometry::command cmd;
Coordinate coord;
@@ -38,14 +75,121 @@ void FillBucket::addGeometry(pbf& geom) {
while ((cmd = geometry.next(x, y)) != Geometry::end) {
if (cmd == Geometry::move_to) {
if (line.size()) {
addGeometry(line);
tessAddContour(tesselator, vertexSize, line.data(), stride, line.size() / vertexSize);
line.clear();
hasVertices = true;
}
}
line.emplace_back(x, y);
line.push_back(x);
line.push_back(y);
}
if (line.size()) {
addGeometry(line);
tessAddContour(tesselator, vertexSize, line.data(), stride, line.size() / vertexSize);
line.clear();
hasVertices = true;
}
}
void FillBucket::tessellate() {
if (!hasVertices) {
return;
}
hasVertices = false;
// First combine contours and then triangulate, this removes unnecessary inner vertices.
if (tessTesselate(tesselator, TESS_WINDING_POSITIVE, TESS_BOUNDARY_CONTOURS, 0, 0, 0)) {
const TESSreal *vertices = tessGetVertices(tesselator);
const int vertex_count = tessGetVertexCount(tesselator);
const int element_count = tessGetElementCount(tesselator);
const TESSindex *elements = tessGetElements(tesselator);
if (vertex_count > 65536) {
throw geometry_too_long_exception();
}
for (int i = 0; i < vertex_count; ++i) {
vertexBuffer->add(vertices[i * 2], vertices[i * 2 + 1]);
}
if (!lineGroups.size() || (lineGroups.back().vertex_length + vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
lineGroups.emplace_back();
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
line_group_type& group = lineGroups.back();
uint32_t index = group.vertex_length;
for (int i = 0; i < element_count; ++i) {
const TESSindex group_start = elements[i * 2];
const TESSindex group_end = group_start + elements[i * 2 + 1];
for (int i = group_start; i < group_end; ++i) {
const TESSindex prevI = (i == group_start ? group_end : i) - 1;
lineElementsBuffer->add(index + prevI, index + i);
}
}
// Add a line from the last vertex to the first vertex.
// lineElementsBuffer->add(index + vertex_count - 1, index);
group.vertex_length += vertex_count;
group.elements_length += vertex_count;
for (int i = 0; i < element_count; ++i) {
const TESSindex group_start = elements[i * 2];
const TESSindex group_count = elements[i * 2 + 1];
const TESSreal *group_vertices = &vertices[group_start * 2];
tessAddContour(tesselator, 2, group_vertices, stride, group_count);
}
if (tessTesselate(tesselator, TESS_WINDING_POSITIVE, TESS_POLYGONS, vertices_per_group, 2, 0)) {
const TESSindex *vertex_indices = tessGetVertexIndices(tesselator);
const TESSindex *elements = tessGetElements(tesselator);
const int element_count = tessGetElementCount(tesselator);
if (!triangleGroups.size() || (triangleGroups.back().vertex_length + vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
triangleGroups.emplace_back();
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
triangle_group_type& group = triangleGroups.back();
uint32_t index = group.vertex_length;
for (int i = 0; i < element_count; ++i) {
const TESSindex *element_group = &elements[i * vertices_per_group];
if (element_group[0] != TESS_UNDEF && element_group[1] != TESS_UNDEF && element_group[2] != TESS_UNDEF) {
const TESSindex a = vertex_indices[element_group[0]];
const TESSindex b = vertex_indices[element_group[1]];
const TESSindex c = vertex_indices[element_group[2]];
if (a != TESS_UNDEF && b != TESS_UNDEF && c != TESS_UNDEF) {
triangleElementsBuffer->add(index + a, index + b, index + c);
} else {
// TODO: We're missing a vertex that was not part of the line.
fprintf(stderr, "undefined element buffer\n");
}
} else {
fprintf(stderr, "undefined element buffer\n");
}
}
group.vertex_length += vertex_count;
group.elements_length += element_count;
} else {
assert(false && "tesselation failed");
}
} else {
assert(false && "tesselation failed");
}
}
@@ -128,6 +272,17 @@ void FillBucket::drawElements(PlainShader& shader) {
}
}
void FillBucket::drawElements(PatternShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer->itemSize);
char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer->itemSize);
for (triangle_group_type& group : triangleGroups) {
group.array.bind(shader, *vertexBuffer, *triangleElementsBuffer, vertex_index);
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group.vertex_length * vertexBuffer->itemSize;
elements_index += group.elements_length * triangleElementsBuffer->itemSize;
}
}
void FillBucket::drawVertices(OutlineShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer->itemSize);
char *elements_index = BUFFER_OFFSET(line_elements_start * lineElementsBuffer->itemSize);

View File

@@ -183,8 +183,22 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
fill_color[2] *= properties.opacity;
fill_color[3] *= properties.opacity;
// Draw the stencil mask.
{
bool outline = properties.antialias && properties.stroke_color != properties.fill_color;
bool fringeline = properties.antialias && properties.stroke_color == properties.fill_color;
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (outline) {
useProgram(outlineShader->program);
outlineShader->setMatrix(matrix);
lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
outlineShader->setColor(properties.stroke_color);
// Draw the entire line
outlineShader->setWorld({{ transform.fb_width, transform.fb_height }});
bucket.drawVertices(*outlineShader);
} else if (fringeline) {
// We're only drawing to the first seven bits (== support a maximum of
// 127 overlapping polygons in one place before we get rendering errors).
glStencilMask(0x3F);
@@ -194,70 +208,14 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
// increasing the lower 7 bits by one if the triangle is a front-facing
// triangle. This means that all visible polygons should be in CCW
// orientation, while all holes (see below) are in CW orientation.
glStencilFunc(GL_NOTEQUAL, 0x80, 0x80);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
if (properties.winding == Winding::EvenOdd) {
// When we draw an even/odd winding fill, we just invert all the bits.
glStencilOp(GL_INVERT, GL_KEEP, GL_KEEP);
} else {
// When we do a nonzero fill, we count the number of times a pixel is
// covered by a counterclockwise polygon, and subtract the number of
// times it is "uncovered" by a clockwise polygon.
glStencilOpSeparate(GL_FRONT, GL_INCR_WRAP, GL_KEEP, GL_KEEP);
glStencilOpSeparate(GL_BACK, GL_DECR_WRAP, GL_KEEP, GL_KEEP);
}
// When drawing a shape, we first draw all shapes to the stencil buffer
// and incrementing all areas where polygons are
glColorMask(false, false, false, false);
// Draw the actual triangle fan into the stencil buffer.
useProgram(plainShader->program);
plainShader->setMatrix(matrix);
// Draw all groups
bucket.drawElements(*plainShader);
// Now that we have the stencil mask in the stencil buffer, we can start
// writing to the color buffer.
glColorMask(true, true, true, true);
// When we do a nonzero fill, we count the number of times a pixel is
// covered by a counterclockwise polygon, and subtract the number of
// times it is "uncovered" by a clockwise polygon.
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP);
}
// From now on, we don't want to update the stencil buffer anymore.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0x0);
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (properties.antialias) {
useProgram(outlineShader->program);
outlineShader->setMatrix(matrix);
lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
if (properties.stroke_color != properties.fill_color) {
// If we defined a different color for the fill outline, we are
// going to ignore the bits in 0x3F and just care about the global
// clipping mask.
glStencilFunc(GL_EQUAL, 0x80, 0x80);
outlineShader->setColor(properties.stroke_color);
} else {
// Otherwise, we only want to draw the antialiased parts that are
// *outside* the current shape. This is important in case the fill
// or stroke color is translucent. If we wouldn't clip to outside
// the current shape, some pixels from the outline stroke overlapped
// the (non-antialiased) fill.
glStencilFunc(GL_EQUAL, 0x80, 0xBF);
outlineShader->setColor(fill_color);
}
// Draw the entire line
outlineShader->setWorld({{ transform.fb_width, transform.fb_height }});
bucket.drawVertices(*outlineShader);
}
// Only draw regions that we marked
glStencilFunc(GL_NOTEQUAL, 0x0, 0x3F);
if (properties.image.size() && *style.sprite) {
// Draw texture fill
ImagePosition imagePos = style.sprite->getPosition(properties.image, true);
@@ -266,14 +224,16 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
float mix = fmod(transform.getZoom(), 1.0);
std::array<float, 2> imageSize = {{
imagePos.size.x * factor,
imagePos.size.y * factor
}};
imagePos.size.x * factor,
imagePos.size.y *factor
}
};
std::array<float, 2> offset = {{
(float)fmod(id.x * 4096, imageSize[0]),
(float)fmod(id.y * 4096, imageSize[1])
}};
(float)fmod(id.x * 4096, imageSize[0]),
(float)fmod(id.y * 4096, imageSize[1])
}
};
useProgram(patternShader->program);
patternShader->setMatrix(matrix);
@@ -285,22 +245,43 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
patternShader->setMix(mix);
style.sprite->bind(true);
// Draw a rectangle that covers the entire viewport.
coveringPatternArray.bind(*patternShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
// Draw the actual triangles into the color & stencil buffer.
bucket.drawElements(*patternShader);
} else {
// Draw filling rectangle.
useProgram(plainShader->program);
plainShader->setMatrix(matrix);
plainShader->setColor(fill_color);
// Draw a rectangle that covers the entire viewport.
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
// Draw the actual triangles into the color & stencil buffer.
bucket.drawElements(*plainShader);
}
glStencilFunc(GL_EQUAL, 0x80, 0x80);
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (fringeline) {
useProgram(outlineShader->program);
outlineShader->setMatrix(matrix);
lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio!
// From now on, we don't want to update the stencil buffer anymore.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0x0);
// Otherwise, we only want to draw the antialiased parts that are
// *outside* the current shape. This is important in case the fill
// or stroke color is translucent. If we wouldn't clip to outside
// the current shape, some pixels from the outline stroke overlapped
// the (non-antialiased) fill.
glStencilFunc(GL_EQUAL, 0x80, 0xBF);
outlineShader->setColor(fill_color);
// Draw the entire line
outlineShader->setWorld({{ transform.fb_width, transform.fb_height }});
bucket.drawVertices(*outlineShader);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
}
}
void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& id) {
@@ -330,20 +311,22 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, cons
linejoinShader->setMatrix(matrix);
linejoinShader->setColor(color);
linejoinShader->setWorld({{
transform.fb_width * 0.5f,
transform.fb_height * 0.5f
}});
transform.fb_width * 0.5f,
transform.fb_height * 0.5f
}
});
linejoinShader->setLineWidth({{
((outset - 0.25f) * transform.pixelRatio),
((inset - 0.25f) * transform.pixelRatio)
}});
((outset - 0.25f) * transform.pixelRatio),
((inset - 0.25f) * transform.pixelRatio)
}
});
float pointSize = ceil(transform.pixelRatio * outset * 2.0);
#if defined(GL_ES_VERSION_2_0)
#if defined(GL_ES_VERSION_2_0)
linejoinShader->setSize(pointSize);
#else
#else
glPointSize(pointSize);
#endif
#endif
bucket.drawPoints(*linejoinShader);
}