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tesswind.c
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tesswind.c
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/*
* Copyright (c) 1993-1997, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
*/
/*
* tesswind.c
* This program demonstrates the winding rule polygon
* tessellation property. Four tessellated objects are drawn,
* each with very different contours. When the w key is pressed,
* the objects are drawn with a different winding rule.
*/
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#ifndef CALLBACK
#define CALLBACK
#endif
GLdouble currentWinding = GLU_TESS_WINDING_ODD;
int currentShape = 0;
GLUtesselator *tobj;
GLuint list;
/* Make four display lists,
* each with a different tessellated object.
*/
void makeNewLists (void) {
int i;
static GLdouble rects[12][3] =
{50.0, 50.0, 0.0, 300.0, 50.0, 0.0,
300.0, 300.0, 0.0, 50.0, 300.0, 0.0,
100.0, 100.0, 0.0, 250.0, 100.0, 0.0,
250.0, 250.0, 0.0, 100.0, 250.0, 0.0,
150.0, 150.0, 0.0, 200.0, 150.0, 0.0,
200.0, 200.0, 0.0, 150.0, 200.0, 0.0};
static GLdouble spiral[16][3] =
{400.0, 250.0, 0.0, 400.0, 50.0, 0.0,
50.0, 50.0, 0.0, 50.0, 400.0, 0.0,
350.0, 400.0, 0.0, 350.0, 100.0, 0.0,
100.0, 100.0, 0.0, 100.0, 350.0, 0.0,
300.0, 350.0, 0.0, 300.0, 150.0, 0.0,
150.0, 150.0, 0.0, 150.0, 300.0, 0.0,
250.0, 300.0, 0.0, 250.0, 200.0, 0.0,
200.0, 200.0, 0.0, 200.0, 250.0, 0.0};
static GLdouble quad1[4][3] =
{50.0, 150.0, 0.0, 350.0, 150.0, 0.0,
350.0, 200.0, 0.0, 50.0, 200.0, 0.0};
static GLdouble quad2[4][3] =
{100.0, 100.0, 0.0, 300.0, 100.0, 0.0,
300.0, 350.0, 0.0, 100.0, 350.0, 0.0};
static GLdouble tri[3][3] =
{200.0, 50.0, 0.0, 250.0, 300.0, 0.0,
150.0, 300.0, 0.0};
gluTessProperty(tobj, GLU_TESS_WINDING_RULE,
currentWinding);
glNewList(list, GL_COMPILE);
gluTessBeginPolygon(tobj, NULL);
gluTessBeginContour(tobj);
for (i = 0; i < 4; i++)
gluTessVertex(tobj, rects[i], rects[i]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj);
for (i = 4; i < 8; i++)
gluTessVertex(tobj, rects[i], rects[i]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj);
for (i = 8; i < 12; i++)
gluTessVertex(tobj, rects[i], rects[i]);
gluTessEndContour(tobj);
gluTessEndPolygon(tobj);
glEndList();
glNewList(list+1, GL_COMPILE);
gluTessBeginPolygon(tobj, NULL);
gluTessBeginContour(tobj);
for (i = 0; i < 4; i++)
gluTessVertex(tobj, rects[i], rects[i]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj);
for (i = 7; i >= 4; i--)
gluTessVertex(tobj, rects[i], rects[i]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj);
for (i = 11; i >= 8; i--)
gluTessVertex(tobj, rects[i], rects[i]);
gluTessEndContour(tobj);
gluTessEndPolygon(tobj);
glEndList();
glNewList(list+2, GL_COMPILE);
gluTessBeginPolygon(tobj, NULL);
gluTessBeginContour(tobj);
for (i = 0; i < 16; i++)
gluTessVertex(tobj, spiral[i], spiral[i]);
gluTessEndContour(tobj);
gluTessEndPolygon(tobj);
glEndList();
glNewList(list+3, GL_COMPILE);
gluTessBeginPolygon(tobj, NULL);
gluTessBeginContour(tobj);
for (i = 0; i < 4; i++)
gluTessVertex(tobj, quad1[i], quad1[i]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj);
for (i = 0; i < 4; i++)
gluTessVertex(tobj, quad2[i], quad2[i]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj);
for (i = 0; i < 3; i++)
gluTessVertex(tobj, tri[i], tri[i]);
gluTessEndContour(tobj);
gluTessEndPolygon(tobj);
glEndList();
}
void display (void) {
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glPushMatrix();
glCallList(list);
glTranslatef(0.0, 500.0, 0.0);
glCallList(list+1);
glTranslatef(500.0, -500.0, 0.0);
glCallList(list+2);
glTranslatef(0.0, 500.0, 0.0);
glCallList(list+3);
glPopMatrix();
glFlush();
}
void CALLBACK beginCallback(GLenum which)
{
glBegin(which);
}
void CALLBACK errorCallback(GLenum errorCode)
{
const GLubyte *estring;
estring = gluErrorString(errorCode);
fprintf(stderr, "Tessellation Error: %s\n", estring);
exit(0);
}
void CALLBACK endCallback(void)
{
glEnd();
}
/* combineCallback is used to create a new vertex when edges
* intersect. coordinate location is trivial to calculate,
* but weight[4] may be used to average color, normal, or texture
* coordinate data.
*/
void CALLBACK combineCallback(GLdouble coords[3], GLdouble *data[4],
GLfloat weight[4], GLdouble **dataOut )
{
GLdouble *vertex;
vertex = (GLdouble *) malloc(3 * sizeof(GLdouble));
vertex[0] = coords[0];
vertex[1] = coords[1];
vertex[2] = coords[2];
*dataOut = vertex;
}
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
tobj = gluNewTess();
gluTessCallback(tobj, GLU_TESS_VERTEX,
glVertex3dv);
gluTessCallback(tobj, GLU_TESS_BEGIN,
beginCallback);
gluTessCallback(tobj, GLU_TESS_END,
endCallback);
gluTessCallback(tobj, GLU_TESS_ERROR,
errorCallback);
gluTessCallback(tobj, GLU_TESS_COMBINE,
combineCallback);
list = glGenLists(4);
makeNewLists();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
gluOrtho2D(0.0, 1000.0, 0.0, 1000.0 * (GLdouble)h/(GLdouble)w);
else
gluOrtho2D(0.0, 1000.0 * (GLdouble)w/(GLdouble)h, 0.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 'w':
case 'W':
if (currentWinding == GLU_TESS_WINDING_ODD)
currentWinding = GLU_TESS_WINDING_NONZERO;
else if (currentWinding == GLU_TESS_WINDING_NONZERO)
currentWinding = GLU_TESS_WINDING_POSITIVE;
else if (currentWinding == GLU_TESS_WINDING_POSITIVE)
currentWinding = GLU_TESS_WINDING_NEGATIVE;
else if (currentWinding == GLU_TESS_WINDING_NEGATIVE)
currentWinding = GLU_TESS_WINDING_ABS_GEQ_TWO;
else if (currentWinding == GLU_TESS_WINDING_ABS_GEQ_TWO)
currentWinding = GLU_TESS_WINDING_ODD;
makeNewLists();
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}