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diff --git a/mesalib/src/glu/sgi/libnurbs/interface/bezierPatchMesh.cc b/mesalib/src/glu/sgi/libnurbs/interface/bezierPatchMesh.cc
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+++ b/mesalib/src/glu/sgi/libnurbs/interface/bezierPatchMesh.cc
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+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+**
+** http://oss.sgi.com/projects/FreeB
+**
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+**
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+**
+** Additional Notice Provisions: The application programming interfaces
+** established by SGI in conjunction with the Original Code are The
+** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
+** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
+** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
+** Window System(R) (Version 1.3), released October 19, 1998. This software
+** was created using the OpenGL(R) version 1.2.1 Sample Implementation
+** published by SGI, but has not been independently verified as being
+** compliant with the OpenGL(R) version 1.2.1 Specification.
+**
+*/
+/*
+*/
+
+#include "gluos.h"
+#include <stdlib.h>
+#include <stdio.h>
+#include <assert.h>
+#include <GL/gl.h>
+#include "bezierEval.h"
+#include "bezierPatchMesh.h"
+
+static int isDegenerate(float A[2], float B[2], float C[2]);
+
+void drawStrips(float *vertex_array, float *normal_array, int *length_array, GLenum *type_array, int num_strips)
+{
+ int i,j,k;
+ k=0;
+ /*k is the index of the first component of the current vertex*/
+ for(i=0; i<num_strips; i++)
+ {
+ glBegin(type_array[i]);
+ for(j=0; j<length_array[i]; j++)
+ {
+ glNormal3fv(normal_array+k);
+ glVertex3fv(vertex_array+k);
+ k += 3;
+ }
+ glEnd();
+ }
+}
+
+void bezierPatchMeshListDelDeg(bezierPatchMesh* list)
+{
+ bezierPatchMesh* temp;
+ for(temp=list; temp != NULL; temp = temp->next)
+ {
+ bezierPatchMeshDelDeg(temp);
+ }
+}
+
+void bezierPatchMeshListDelete(bezierPatchMesh *list)
+{
+ if(list == NULL) return;
+ bezierPatchMeshListDelete(list->next);
+ bezierPatchMeshDelete(list);
+}
+
+
+
+
+bezierPatchMesh* bezierPatchMeshListReverse(bezierPatchMesh* list)
+{
+ bezierPatchMesh* ret=NULL;
+ bezierPatchMesh* temp;
+ bezierPatchMesh* nextone;
+ for(temp = list; temp != NULL; temp = nextone)
+ {
+ nextone = temp->next;
+ ret=bezierPatchMeshListInsert(ret, temp);
+ }
+ return ret;
+}
+
+/*maptype is either GL_MAP2_VERTEX_3 or GL_MAP2_VERTEX_4
+ */
+bezierPatchMesh *bezierPatchMeshMake(int maptype, float umin, float umax, int ustride, int uorder, float vmin, float vmax, int vstride, int vorder, float *ctlpoints, int size_UVarray, int size_length_array)
+{
+ int i,j,k;
+ int dimension;
+ int the_ustride;
+ int the_vstride;
+
+ if(maptype == GL_MAP2_VERTEX_3) dimension = 3;
+ else if (maptype==GL_MAP2_VERTEX_4) dimension = 4;
+ else {
+ fprintf(stderr, "error in inMap2f, maptype=%i is wrong, maptype,map is invalid\n", maptype);
+ return NULL;
+ }
+
+ bezierPatchMesh *ret = (bezierPatchMesh*) malloc(sizeof(bezierPatchMesh));
+ assert(ret);
+
+ ret->bpatch_normal = NULL;
+ ret->bpatch_color = NULL;
+ ret->bpatch_texcoord = NULL;
+ ret->bpatch = bezierPatchMake(umin, vmin, umax, vmax, uorder, vorder, dimension);
+
+ /*copy the control points there*/
+ the_ustride = vorder * dimension;
+ the_vstride = dimension;
+ for(i=0; i<uorder; i++)
+ for(j=0; j<vorder; j++)
+ for(k=0; k<dimension; k++)
+ ret->bpatch->ctlpoints[i * the_ustride + j*the_vstride+k] = ctlpoints[i*ustride+j*vstride+k];
+
+
+ ret->size_UVarray = size_UVarray;
+ ret->size_length_array = size_length_array;
+ ret->UVarray = (float*) malloc(sizeof(float) * size_UVarray);
+ assert(ret->UVarray);
+ ret->length_array = (int *)malloc(sizeof(int) * size_length_array);
+ assert(ret->length_array);
+ ret->type_array = (GLenum *)malloc(sizeof(GLenum) * size_length_array);
+ assert(ret->type_array);
+
+ ret->index_UVarray = 0;
+ ret->index_length_array = 0;
+
+ ret->vertex_array = NULL;
+ ret->normal_array = NULL;
+ ret->color_array = NULL;
+ ret->texcoord_array = NULL;
+
+ ret->next = NULL;
+ return ret;
+}
+
+bezierPatchMesh *bezierPatchMeshMake2(int size_UVarray, int size_length_array)
+{
+ bezierPatchMesh *ret = (bezierPatchMesh*) malloc(sizeof(bezierPatchMesh));
+ assert(ret);
+
+ ret->bpatch = NULL;
+ ret->bpatch_normal = NULL;
+ ret->bpatch_color = NULL;
+ ret->bpatch_texcoord = NULL;
+
+ ret->size_UVarray = size_UVarray;
+ ret->size_length_array = size_length_array;
+ ret->UVarray = (float*) malloc(sizeof(float) * size_UVarray);
+ assert(ret->UVarray);
+ ret->length_array = (int *)malloc(sizeof(int) * size_length_array);
+ assert(ret->length_array);
+ ret->type_array = (GLenum *)malloc(sizeof(GLenum) * size_length_array);
+ assert(ret->type_array);
+
+ ret->index_UVarray = 0;
+ ret->index_length_array = 0;
+
+ ret->vertex_array = NULL;
+ ret->normal_array = NULL;
+ ret->color_array = NULL;
+ ret->texcoord_array = NULL;
+
+ ret->next = NULL;
+ return ret;
+}
+
+void bezierPatchMeshPutPatch(bezierPatchMesh *bpm, int maptype, float umin, float umax, int ustride, int uorder, float vmin, float vmax, int vstride, int vorder, float *ctlpoints)
+{
+ switch(maptype){
+ case GL_MAP2_VERTEX_3:
+ bpm->bpatch = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 3, ustride, vstride, ctlpoints);
+ break;
+ case GL_MAP2_VERTEX_4:
+ bpm->bpatch = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 4,ustride, vstride, ctlpoints );
+ break;
+ case GL_MAP2_NORMAL:
+ bpm->bpatch_normal = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 3, ustride, vstride, ctlpoints);
+ break;
+ case GL_MAP2_INDEX:
+ bpm->bpatch_color = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 1, ustride, vstride, ctlpoints);
+ break;
+ case GL_MAP2_COLOR_4:
+ bpm->bpatch_color = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 4, ustride, vstride, ctlpoints);
+ break;
+ case GL_MAP2_TEXTURE_COORD_1:
+ bpm->bpatch_texcoord = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 1, ustride, vstride, ctlpoints);
+ break;
+ case GL_MAP2_TEXTURE_COORD_2:
+ bpm->bpatch_texcoord = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 2, ustride, vstride, ctlpoints);
+ break;
+ case GL_MAP2_TEXTURE_COORD_3:
+ bpm->bpatch_texcoord = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 3, ustride, vstride, ctlpoints);
+ break;
+ case GL_MAP2_TEXTURE_COORD_4:
+ bpm->bpatch_texcoord = bezierPatchMake2(umin, vmin, umax, vmax, uorder, vorder, 4, ustride, vstride, ctlpoints);
+ break;
+ default:
+ fprintf(stderr, "error in bezierPatchMeshPutPatch, maptype=%i is wrong, maptype,map is invalid\n", maptype);
+ }
+}
+
+
+/*delete everything including the arrays. So if you want to output the
+ *pointers of the arrays, you should not use this function to deallocate space.
+ *you should dealocate manually
+ */
+void bezierPatchMeshDelete(bezierPatchMesh *bpm)
+{
+ if(bpm->bpatch != NULL)
+ bezierPatchDelete(bpm->bpatch);
+ if(bpm->bpatch_normal != NULL)
+ bezierPatchDelete(bpm->bpatch_normal);
+ if(bpm->bpatch_color != NULL)
+ bezierPatchDelete(bpm->bpatch_color);
+ if(bpm->bpatch_texcoord != NULL)
+ bezierPatchDelete(bpm->bpatch_texcoord);
+
+ free(bpm->UVarray);
+ free(bpm->length_array);
+ free(bpm->vertex_array);
+ free(bpm->normal_array);
+ free(bpm->type_array);
+ free(bpm);
+}
+
+/*begin a strip
+ *type is the primitive type:
+ */
+void bezierPatchMeshBeginStrip(bezierPatchMesh *bpm, GLenum type)
+{
+ bpm->counter = 0;
+ bpm->type = type;
+}
+
+/*signal the end of the current strip*/
+void bezierPatchMeshEndStrip(bezierPatchMesh *bpm)
+{
+ int i;
+
+ /*if there are no vertices in this strip, then nothing needs to be done*/
+ if(bpm->counter == 0) return;
+
+ /*if the length_array is full, it should be expanded*/
+ if(bpm->index_length_array >= bpm->size_length_array)
+ {
+ int *temp = (int*) malloc(sizeof(int) * (bpm->size_length_array*2 + 1));
+ assert(temp);
+ GLenum *temp_type = (GLenum*) malloc(sizeof(GLenum) * (bpm->size_length_array*2 + 1));
+ assert(temp_type);
+ /*update the size*/
+ bpm->size_length_array = bpm->size_length_array*2 + 1;
+
+ /*copy*/
+ for(i=0; i<bpm->index_length_array; i++)
+ {
+ temp[i] = bpm->length_array[i];
+ temp_type[i] = bpm->type_array[i];
+ }
+
+ /*deallocate old array*/
+ free(bpm->length_array);
+ free(bpm->type_array);
+
+ /*point to the new array which is twice as bigger*/
+ bpm->length_array = temp;
+ bpm->type_array = temp_type;
+ }
+ bpm->type_array[bpm->index_length_array] = bpm->type;
+ bpm->length_array[bpm->index_length_array++] = bpm->counter;
+
+}
+
+/*insert (u,v) */
+void bezierPatchMeshInsertUV(bezierPatchMesh *bpm, float u, float v)
+{
+ int i;
+ /*if the UVarray is full, it should be expanded*/
+ if(bpm->index_UVarray+1 >= bpm->size_UVarray)
+ {
+ float *temp = (float*) malloc(sizeof(float) * (bpm->size_UVarray * 2 + 2));
+ assert(temp);
+
+ /*update the size*/
+ bpm->size_UVarray = bpm->size_UVarray*2 + 2;
+
+ /*copy*/
+ for(i=0; i<bpm->index_UVarray; i++)
+ {
+ temp[i] = bpm->UVarray[i];
+ }
+
+ /*deallocate old array*/
+ free(bpm->UVarray);
+
+ /*pointing to the new arrays*/
+ bpm->UVarray = temp;
+ }
+ /*insert the new UV*/
+ bpm->UVarray[bpm->index_UVarray] = u;
+ bpm->index_UVarray++;
+ bpm->UVarray[bpm->index_UVarray] = v;
+ bpm->index_UVarray++;
+
+ /*update counter: one more vertex*/
+ bpm->counter++;
+
+
+}
+
+void bezierPatchMeshPrint(bezierPatchMesh *bpm)
+{
+ int i;
+ printf("the bezier patch is\n");
+ bezierPatchPrint(bpm->bpatch);
+ printf("index_length_array= %i\n", bpm->index_length_array);
+ printf("size_length_array =%i\n", bpm->size_length_array);
+ printf("index_UVarray =%i\n", bpm->index_UVarray);
+ printf("size_UVarray =%i\n", bpm->size_UVarray);
+ printf("UVarray is\n");
+ for(i=0; i<bpm->index_UVarray; i++)
+ printf("%f ", bpm->UVarray[i]);
+
+ printf("length_array is\n");
+ for(i=0; i<bpm->index_length_array; i++)
+ printf("%i ", bpm->length_array[i]);
+ printf("\n");
+
+}
+
+/*insert a new patch in front of the current linked list and return the new list*/
+bezierPatchMesh* bezierPatchMeshListInsert(bezierPatchMesh* list, bezierPatchMesh* bpm)
+{
+ bpm->next=list;
+ return bpm;
+}
+
+/*print all the patches*/
+void bezierPatchMeshListPrint(bezierPatchMesh* list)
+{
+ bezierPatchMesh *temp;
+ for(temp = list; temp != NULL; temp = temp->next)
+ {
+ bezierPatchMeshPrint(temp);
+ }
+}
+
+int bezierPatchMeshListTotalStrips(bezierPatchMesh* list)
+{
+ int sum=0;
+ bezierPatchMesh *temp;
+ for(temp=list; temp != NULL; temp = temp->next)
+ {
+ sum += temp->index_length_array;
+ }
+ return sum;
+}
+
+int bezierPatchMeshListTotalVert(bezierPatchMesh* list)
+{
+ int sum=0;
+ bezierPatchMesh *temp;
+ for(temp=list; temp != NULL; temp = temp->next)
+ {
+ sum += temp->index_UVarray;
+ }
+ return sum/2;
+}
+
+int bezierPatchMeshListNumTriangles(bezierPatchMesh* list)
+{
+ int sum=0;
+ bezierPatchMesh* temp;
+ for(temp=list; temp != NULL; temp = temp->next)
+ {
+ sum += bezierPatchMeshNumTriangles(temp);
+ }
+ return sum;
+}
+
+int bezierPatchMeshNumTriangles(bezierPatchMesh* bpm)
+{
+ int i;
+ int sum=0;
+ for(i=0; i<bpm->index_length_array; i++)
+ {
+ switch(bpm->type_array[i])
+ {
+ case GL_TRIANGLES:
+ sum += bpm->length_array[i]/3;
+ break;
+ case GL_TRIANGLE_FAN:
+ if(bpm->length_array[i] > 2)
+ sum += bpm->length_array[i]-2;
+ break;
+ case GL_TRIANGLE_STRIP:
+ if(bpm->length_array[i] > 2)
+ sum += bpm->length_array[i]-2;
+ break;
+ case GL_QUAD_STRIP:
+ if(bpm->length_array[i]>2)
+ sum += (bpm->length_array[i]-2);
+ break;
+ default:
+ fprintf(stderr,"error in bezierPatchMeshListNumTriangles, type invalid\n");
+ }
+ }
+ return sum;
+}
+
+/*delete degenerate triangles*/
+void bezierPatchMeshDelDeg(bezierPatchMesh* bpm)
+{
+ if(bpm == NULL) return;
+ int i,j,k;
+ int *new_length_array;
+ GLenum *new_type_array;
+ int index_new_length_array;
+ float *new_UVarray;
+ int index_new_UVarray;
+
+ new_length_array = (int*)malloc(sizeof(int) * bpm->index_length_array);
+ assert(new_length_array);
+ new_type_array = (GLenum*)malloc(sizeof(GLenum) * bpm->index_length_array);
+ assert(new_length_array);
+ new_UVarray = (float*) malloc(sizeof(float) * bpm->index_UVarray);
+ assert(new_UVarray);
+
+ index_new_length_array = 0;
+ index_new_UVarray=0;
+ k=0;
+ for(i=0; i<bpm->index_length_array; i++){
+
+ /*(if not degenerate, we have to copy*/
+ if( (bpm->length_array[i] != 3) || (!isDegenerate(bpm->UVarray+k, bpm->UVarray+k+2, bpm->UVarray+k+4)))
+ {
+ for(j=0; j<2* bpm->length_array[i]; j++)
+ new_UVarray[index_new_UVarray++] = bpm->UVarray[k++];
+
+ new_length_array[index_new_length_array] = bpm->length_array[i];
+ new_type_array[index_new_length_array] = bpm->type_array[i];
+ index_new_length_array++;
+ }
+ else
+ {
+ k += 6;
+ }
+ }
+ free(bpm->UVarray);
+ free(bpm->length_array);
+ free(bpm->type_array);
+ bpm->UVarray=new_UVarray;
+ bpm->length_array=new_length_array;
+ bpm->type_array=new_type_array;
+ bpm->index_UVarray = index_new_UVarray;
+ bpm->index_length_array = index_new_length_array;
+
+}
+
+/*(u,v) to XYZ
+ *the xyz and normals are stored in vertex_array,
+ *and normal_array. the spaces of both are allocated here
+ */
+void bezierPatchMeshEval(bezierPatchMesh* bpm)
+{
+ int i,j,k,l;
+ float u,v;
+ float u0 = bpm->bpatch->umin;
+ float u1 = bpm->bpatch->umax;
+ int uorder = bpm->bpatch->uorder;
+ float v0 = bpm->bpatch->vmin;
+ float v1 = bpm->bpatch->vmax;
+ int vorder = bpm->bpatch->vorder;
+ int dimension = bpm->bpatch->dimension;
+ int ustride = dimension * vorder;
+ int vstride = dimension;
+ float *ctlpoints = bpm->bpatch->ctlpoints;
+
+ bpm->vertex_array = (float*) malloc(sizeof(float)* (bpm->index_UVarray/2) * 3);
+ assert(bpm->vertex_array);
+ bpm->normal_array = (float*) malloc(sizeof(float)* (bpm->index_UVarray/2) * 3);
+ assert(bpm->normal_array);
+
+ k=0;
+ l=0;
+ for(i=0; i<bpm->index_length_array; i++)
+ {
+ for(j=0; j<bpm->length_array[i]; j++)
+ {
+ u = bpm->UVarray[k];
+ v = bpm->UVarray[k+1];
+ bezierSurfEval(u0,u1,uorder, v0, v1, vorder, dimension, ctlpoints, ustride, vstride, u,v, bpm->vertex_array+l);
+ bezierSurfEvalNormal(u0,u1,uorder, v0, v1, vorder, dimension, ctlpoints, ustride, vstride, u,v, bpm->normal_array+l);
+ k += 2;
+ l += 3;
+ }
+ }
+}
+
+void bezierPatchMeshListEval(bezierPatchMesh* list)
+{
+ bezierPatchMesh* temp;
+ for(temp = list; temp != NULL; temp = temp->next)
+ {
+ bezierPatchMeshEval(temp);
+ }
+}
+
+void bezierPatchMeshDraw(bezierPatchMesh* bpm)
+{
+ int i,j,k;
+ k=0;
+ /*k is the index of the first component of the current vertex*/
+ for(i=0; i<bpm->index_length_array; i++)
+ {
+ glBegin(bpm->type_array[i]);
+ for(j=0; j<bpm->length_array[i]; j++)
+ {
+ glNormal3fv(bpm->normal_array+k);
+ glVertex3fv(bpm->vertex_array+k);
+ k+= 3;
+ }
+ glEnd();
+ }
+}
+
+void bezierPatchMeshListDraw(bezierPatchMesh* list)
+{
+ bezierPatchMesh* temp;
+ for(temp = list; temp != NULL; temp = temp->next)
+ {
+ bezierPatchMeshDraw(temp);
+ }
+}
+
+void bezierPatchMeshListCollect(bezierPatchMesh* list, float **vertex_array, float **normal_array, int **length_array, GLenum **type_array, int *num_strips)
+{
+ int i,j,k,l;
+ bezierPatchMesh *temp;
+ int total_num_vertices = bezierPatchMeshListTotalVert(list);
+ (*vertex_array) = (float *) malloc(sizeof(float) * total_num_vertices*3);
+ assert(*vertex_array);
+ (*normal_array) = (float *) malloc(sizeof(float) * total_num_vertices*3);
+ assert(*normal_array);
+
+ *num_strips = bezierPatchMeshListTotalStrips(list);
+
+ *length_array = (int*) malloc(sizeof(int) * (*num_strips));
+ assert(*length_array);
+
+ *type_array = (GLenum*) malloc(sizeof(GLenum) * (*num_strips));
+ assert(*type_array);
+
+ k=0;
+ l=0;
+ for(temp = list; temp != NULL; temp = temp->next)
+ {
+ int x=0;
+ for(i=0; i<temp->index_length_array; i++)
+ {
+ for(j=0; j<temp->length_array[i]; j++)
+ {
+ (*vertex_array)[k] = temp->vertex_array[x];
+ (*vertex_array)[k+1] = temp->vertex_array[x+1];
+ (*vertex_array)[k+2] = temp->vertex_array[x+2];
+
+ (*normal_array)[k] = temp->normal_array[x];
+ (*normal_array)[k+1] = temp->normal_array[x+1];
+ (*normal_array)[k+2] = temp->normal_array[x+2];
+
+ x += 3;
+ k += 3;
+ }
+ (*type_array)[l] = temp->type_array[i];
+ (*length_array)[l++] = temp->length_array[i];
+ }
+ }
+}
+
+
+
+static int isDegenerate(float A[2], float B[2], float C[2])
+{
+ if( (A[0] == B[0] && A[1]==B[1]) ||
+ (A[0] == C[0] && A[1]==C[1]) ||
+ (B[0] == C[0] && B[1]==C[1])
+ )
+ return 1;
+ else
+ return 0;
+}
+
+
+
+