Of the two ways to use the Tessellator object, only
retessellatePolygons was applying the winding and boundary option.
Moved the gluTessProperty calls into beginTessellation().
There's a comment typo fix, removing an unused VertexPointList
typedef, and allocates one _tobj instead of one per tesellation.
Protections were added to check that _tobj was allocated in the few
remaining places it wasn't being checked.
---
On a side note, I would like to avoid the 'new Vec3d' in
Tessellator::addVertex for each call to
gluTessVertex(tess, location, data).
The RedBook leaves it ambiguous if the location pointer must
remain valid after gluTessVertex or not.
http://www.opengl.org/sdk/docs/man/xhtml/gluTessVertex.xml
says that changing location is not safe, so being conservative, I'll
leave it as is, even though the Mesa GLU library copies the data not
the pointer, so it is currently safe.
include/osgUtil/Tessellator | 9 ++++++---
src/osgUtil/Tessellator.cpp | 43 ++++++++++++++++++++++---------------------
2 files changed, 28 insertions(+), 24 deletions(-)
diff --git a/include/osgUtil/Tessellator b/include/osgUtil/Tessellator
index 4225340..7aa7ace 100644
--- a/include/osgUtil/Tessellator
+++ b/include/osgUtil/Tessellator
@@ -86,8 +86,6 @@ class OSGUTIL_EXPORT Tessellator : public osg::Referenced
osg::Geometry::PrimitiveSetList getContours() { return _Contours;}
- typedef std::vector<osg::Vec3*> VertexPointList;
-
struct Prim : public osg::Referenced
{
Prim(GLenum mode):_mode(mode) {}
@@ -101,6 +99,11 @@ class OSGUTIL_EXPORT Tessellator : public osg::Referenced
void beginTessellation();
void beginContour();
+ /** Add a vertex to the current contour, see gluTessVertex for details.
+ * Note the vertex pointer is returned at the end of tessellation and
+ * must not be left dangling or be overwritten until all results are
+ * collected.
+ */
void addVertex(osg::Vec3* vertex);
void endContour();
@@ -114,7 +117,7 @@ class OSGUTIL_EXPORT Tessellator : public osg::Referenced
protected:
- /** remove unused parts of the array, eg for wehn retessellating
+ /** remove unused parts of the array, eg for when retessellating
* tessellation can introduce extra vertices for concave or crossing
boundaries,
* these will leak memory if not removed when retessellating. */
void reduceArray(osg::Array * cold, const unsigned int nnu);
diff --git a/src/osgUtil/Tessellator.cpp b/src/osgUtil/Tessellator.cpp
index e09060d..e6bf008 100644
--- a/src/osgUtil/Tessellator.cpp
+++ b/src/osgUtil/Tessellator.cpp
@@ -26,7 +26,15 @@ Tessellator::Tessellator() :
_ttype(TESS_TYPE_POLYGONS),
_boundaryOnly(false), _numberVerts(0)
{
- _tobj = 0;
+ _tobj = gluNewTess();
+ if (_tobj)
+ {
+ gluTessCallback(_tobj, GLU_TESS_VERTEX_DATA, (GLU_TESS_CALLBACK)
vertexCallback);
+ gluTessCallback(_tobj, GLU_TESS_BEGIN_DATA, (GLU_TESS_CALLBACK)
beginCallback);
+ gluTessCallback(_tobj, GLU_TESS_END_DATA, (GLU_TESS_CALLBACK)
endCallback);
+ gluTessCallback(_tobj, GLU_TESS_COMBINE_DATA,(GLU_TESS_CALLBACK)
combineCallback);
+ gluTessCallback(_tobj, GLU_TESS_ERROR_DATA, (GLU_TESS_CALLBACK)
errorCallback);
+ }
_errorCode = 0;
_index=0;
}
@@ -34,22 +42,25 @@ Tessellator::Tessellator() :
Tessellator::~Tessellator()
{
reset();
+ if (_tobj)
+ {
+ gluDeleteTess(_tobj);
+ }
}
void Tessellator::beginTessellation()
{
reset();
- if (!_tobj) _tobj = gluNewTess();
-
- gluTessCallback(_tobj, GLU_TESS_VERTEX_DATA, (GLU_TESS_CALLBACK)
vertexCallback);
- gluTessCallback(_tobj, GLU_TESS_BEGIN_DATA, (GLU_TESS_CALLBACK)
beginCallback);
- gluTessCallback(_tobj, GLU_TESS_END_DATA, (GLU_TESS_CALLBACK)
endCallback);
- gluTessCallback(_tobj, GLU_TESS_COMBINE_DATA,(GLU_TESS_CALLBACK)
combineCallback);
- gluTessCallback(_tobj, GLU_TESS_ERROR_DATA, (GLU_TESS_CALLBACK)
errorCallback);
- if (tessNormal.length()>0.0) gluTessNormal(_tobj, tessNormal.x(),
tessNormal.y(), tessNormal.z());
-
- gluTessBeginPolygon(_tobj,this);
+ if (_tobj)
+ {
+ gluTessProperty(_tobj, GLU_TESS_WINDING_RULE, _wtype);
+ gluTessProperty(_tobj, GLU_TESS_BOUNDARY_ONLY, _boundaryOnly);
+
+ if (tessNormal.length()>0.0) gluTessNormal(_tobj, tessNormal.x(),
tessNormal.y(), tessNormal.z());
+
+ gluTessBeginPolygon(_tobj,this);
+ }
}
void Tessellator::beginContour()
@@ -93,8 +104,6 @@ void Tessellator::endTessellation()
if (_tobj)
{
gluTessEndPolygon(_tobj);
- gluDeleteTess(_tobj);
- _tobj = 0;
if (_errorCode!=0)
{
@@ -106,12 +115,6 @@ void Tessellator::endTessellation()
void Tessellator::reset()
{
- if (_tobj)
- {
- gluDeleteTess(_tobj);
- _tobj = 0;
- }
-
for (Vec3dList::iterator i = _coordData.begin(); i != _coordData.end();
++i)
{
delete (*i);
@@ -222,8 +225,6 @@ void Tessellator::retessellatePolygons(osg::Geometry &geom)
// occurs around the whole set of contours.
if (_ttype==TESS_TYPE_GEOMETRY) {
beginTessellation();
- gluTessProperty(_tobj, GLU_TESS_WINDING_RULE, _wtype);
- gluTessProperty(_tobj, GLU_TESS_BOUNDARY_ONLY , _boundaryOnly);
}
// process all the contours into the Tessellator
int noContours = _Contours.size();
--
1.7.2.3
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGUTIL_Tessellator
#define OSGUTIL_Tessellator
#include <osg/Geometry>
#include <osgUtil/Export>
#include <osg/GLU>
#include <vector>
#ifndef CALLBACK
/* Win32 calling conventions. (or a least thats what the GLUT example
tess.c uses.)*/
#define CALLBACK
#endif
namespace osgUtil {
/** Originally a simple class for tessellating a single polygon boundary.
* Using old style glu tessellation functions for portability.
* Upgraded Jan 2004 to use the modern glu tessellation functions.*/
class OSGUTIL_EXPORT Tessellator : public osg::Referenced
{
public:
Tessellator();
~Tessellator();
/** The winding rule, see red book ch 11. */
enum WindingType{
TESS_WINDING_ODD = GLU_TESS_WINDING_ODD,
TESS_WINDING_NONZERO = GLU_TESS_WINDING_NONZERO,
TESS_WINDING_POSITIVE = GLU_TESS_WINDING_POSITIVE,
TESS_WINDING_NEGATIVE = GLU_TESS_WINDING_NEGATIVE,
TESS_WINDING_ABS_GEQ_TWO = GLU_TESS_WINDING_ABS_GEQ_TWO
} ;
/** we interpret all contours in the geometry as a single set to be
tessellated or
* each separate drawable's contours needs to be tessellated. */
enum TessellationType {
TESS_TYPE_GEOMETRY, // tessellate everything in the geometry object
TESS_TYPE_DRAWABLE, // tessellate each polygon, triangles & quads
drawables in geometry separately
TESS_TYPE_POLYGONS // tessellate ONLY polygon drawables in geometry
separately
};
/** Set and get tessellation request boundary only on/off */
void setBoundaryOnly (const bool tt) { _boundaryOnly=tt;}
inline bool getBoundaryOnly ( ) { return _boundaryOnly;}
/** Set and get tessellation windong rule */
void setWindingType (const WindingType wt) { _wtype=wt;}
inline WindingType getWindingType ( ) { return _wtype;}
/** Set and get tessellation type */
void setTessellationType (const TessellationType tt) { _ttype=tt;}
inline TessellationType getTessellationType ( ) { return _ttype;}
/** Change the contours lists of the geometry into tessellated
primitives (the
* list of primitives in the original geometry is stored in the
Tessellator for
* possible re-use.
* The name remains retessellatePolygons although it now handles
trifans, strips, quads etc.
* as well as Polygons so as to not break old codes relying on this
function name. */
void retessellatePolygons(osg::Geometry &cxgeom);
/** Define the normal to the tessellated polygon - this provides a hint
how to
* tessellate the contours; see gluTessNormal in red book or man pages.
* GWM July 2005. Can improve teselation
* "For example, if you know that all polygons lie in the x-y plane,
* call gluTessNormal(tess, 0.0, 0.0, 1.0) before rendering any
polygons."
*/
void setTessellationNormal(const osg::Vec3 norm) { tessNormal=norm;}
osg::Geometry::PrimitiveSetList getContours() { return _Contours;}
struct Prim : public osg::Referenced
{
Prim(GLenum mode):_mode(mode) {}
typedef std::vector<osg::Vec3*> VecList;
GLenum _mode;
VecList _vertices;
};
void beginTessellation();
void beginContour();
/** Add a vertex to the current contour, see gluTessVertex for details.
* Note the vertex pointer is returned at the end of tessellation and
* must not be left dangling or be overwritten until all results are
* collected.
*/
void addVertex(osg::Vec3* vertex);
void endContour();
void endTessellation();
typedef std::vector< osg::ref_ptr<Prim> > PrimList;
PrimList& getPrimList() { return _primList; }
void reset();
protected:
/** remove unused parts of the array, eg for when retessellating
* tessellation can introduce extra vertices for concave or crossing
boundaries,
* these will leak memory if not removed when retessellating. */
void reduceArray(osg::Array * cold, const unsigned int nnu);
void collectTessellation(osg::Geometry &cxgeom, unsigned int
originalIndex);
typedef std::map<osg::Vec3*,unsigned int> VertexPtrToIndexMap;
void addContour(GLenum mode, unsigned int first, unsigned int last,
osg::Vec3Array* vertices);
void addContour(osg::PrimitiveSet* primitive, osg::Vec3Array* vertices);
void handleNewVertices(osg::Geometry& geom,VertexPtrToIndexMap
&vertexPtrToIndexMap);
void begin(GLenum mode);
void vertex(osg::Vec3* vertex);
void combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4]);
void end();
void error(GLenum errorCode);
static void CALLBACK beginCallback(GLenum which, void* userData);
static void CALLBACK vertexCallback(GLvoid *data, void* userData);
static void CALLBACK combineCallback(GLdouble coords[3], void*
vertex_data[4],
GLfloat weight[4], void** outData,
void* useData);
static void CALLBACK endCallback(void* userData);
static void CALLBACK errorCallback(GLenum errorCode, void* userData);
struct Vec3d
{
double _v[3];
};
struct NewVertex
{
NewVertex():
_vpos(0),
_f1(0),
_v1(0),
_f2(0),
_v2(0),
_f3(0),
_v3(0),
_f4(0),
_v4(0) {}
NewVertex(const NewVertex& nv):
_vpos(nv._vpos),
_f1(nv._f1),
_v1(nv._v1),
_f2(nv._f2),
_v2(nv._v2),
_f3(nv._f3),
_v3(nv._v3),
_f4(nv._f4),
_v4(nv._v4) {}
NewVertex(osg::Vec3* vx,
float f1,osg::Vec3* v1,
float f2,osg::Vec3* v2,
float f3,osg::Vec3* v3,
float f4,osg::Vec3* v4):
_vpos(vx),
_f1(f1),
_v1(v1),
_f2(f2),
_v2(v2),
_f3(f3),
_v3(v3),
_f4(f4),
_v4(v4) {}
osg::Vec3 *_vpos; // added gwm Jan 2004 the vertex coords s.t.
NewVertex can be used in a std::vector
float _f1;
osg::Vec3* _v1;
float _f2;
osg::Vec3* _v2;
float _f3;
osg::Vec3* _v3;
float _f4;
osg::Vec3* _v4;
};
//change NewVertexList from std::map<osg::Vec3*,NewVertex>
NewVertexList;
// because this has undefined order of insertion for new vertices.
// which occasionally corrupted the texture mapping.
typedef std::vector<NewVertex> NewVertexList;
typedef std::vector<Vec3d*> Vec3dList;
osg::GLUtesselator* _tobj;
PrimList _primList;
Vec3dList _coordData;
NewVertexList _newVertexList;
GLenum _errorCode;
/** winding rule, which parts will become solid */
WindingType _wtype;
/** tessellation rule, which parts will become solid */
TessellationType _ttype;
bool _boundaryOnly; // see gluTessProperty - if true: make the boundary
edges only.
/** number of vertices that are part of the 'original' set of contours
*/
unsigned int _numberVerts;
/** List of primitives that define the contours */
osg::Geometry::PrimitiveSetList _Contours;
/** count number of primitives in a geometry to get right no. of
norms/colurs etc for per_primitive attributes. */
unsigned int _index;
/** the gluTessNormal for tessellation hint */
osg::Vec3 tessNormal;
/** count of number of extra primitives added */
unsigned int _extraPrimitives;
};
}
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/GL>
#include <osg/GLU>
#include <osg/Notify>
#include <osg/io_utils>
#include <osgUtil/Tessellator>
using namespace osg;
using namespace osgUtil;
Tessellator::Tessellator() :
_wtype(TESS_WINDING_ODD),
_ttype(TESS_TYPE_POLYGONS),
_boundaryOnly(false), _numberVerts(0)
{
_tobj = gluNewTess();
if (_tobj)
{
gluTessCallback(_tobj, GLU_TESS_VERTEX_DATA, (GLU_TESS_CALLBACK) vertexCallback);
gluTessCallback(_tobj, GLU_TESS_BEGIN_DATA, (GLU_TESS_CALLBACK) beginCallback);
gluTessCallback(_tobj, GLU_TESS_END_DATA, (GLU_TESS_CALLBACK) endCallback);
gluTessCallback(_tobj, GLU_TESS_COMBINE_DATA,(GLU_TESS_CALLBACK) combineCallback);
gluTessCallback(_tobj, GLU_TESS_ERROR_DATA, (GLU_TESS_CALLBACK) errorCallback);
}
_errorCode = 0;
_index=0;
}
Tessellator::~Tessellator()
{
reset();
if (_tobj)
{
gluDeleteTess(_tobj);
}
}
void Tessellator::beginTessellation()
{
reset();
if (_tobj)
{
gluTessProperty(_tobj, GLU_TESS_WINDING_RULE, _wtype);
gluTessProperty(_tobj, GLU_TESS_BOUNDARY_ONLY, _boundaryOnly);
if (tessNormal.length()>0.0) gluTessNormal(_tobj, tessNormal.x(), tessNormal.y(), tessNormal.z());
gluTessBeginPolygon(_tobj,this);
}
}
void Tessellator::beginContour()
{
if (_tobj)
{
gluTessBeginContour(_tobj);
}
}
void Tessellator::addVertex(osg::Vec3* vertex)
{
if (_tobj)
{
if (vertex && vertex->valid())
{
Vec3d* data = new Vec3d;
_coordData.push_back(data);
(*data)._v[0]=(*vertex)[0];
(*data)._v[1]=(*vertex)[1];
(*data)._v[2]=(*vertex)[2];
gluTessVertex(_tobj,data->_v,vertex);
}
else
{
OSG_INFO<<"Tessellator::addVertex("<<*vertex<<") detected NaN, ignoring vertex."<<std::endl;
}
}
}
void Tessellator::endContour()
{
if (_tobj)
{
gluTessEndContour(_tobj);
}
}
void Tessellator::endTessellation()
{
if (_tobj)
{
gluTessEndPolygon(_tobj);
if (_errorCode!=0)
{
const GLubyte *estring = gluErrorString((GLenum)_errorCode);
OSG_WARN<<"Tessellation Error: "<<estring<< std::endl;
}
}
}
void Tessellator::reset()
{
for (Vec3dList::iterator i = _coordData.begin(); i != _coordData.end(); ++i)
{
delete (*i);
}
// We need to also free the vertex list as well otherwise we are leaking...
for (NewVertexList::iterator j = _newVertexList.begin(); j != _newVertexList.end(); ++j)
{
NewVertex& newVertex = (*j);
delete newVertex._vpos;
newVertex._vpos = NULL;
}
_coordData.clear();
_newVertexList.clear();
_primList.clear();
_errorCode = 0;
}
class InsertNewVertices : public osg::ArrayVisitor
{
public:
float _f1,_f2,_f3,_f4;
unsigned int _i1,_i2,_i3,_i4;
InsertNewVertices(float f1,unsigned int i1,
float f2,unsigned int i2,
float f3,unsigned int i3,
float f4,unsigned int i4):
_f1(f1),_f2(f2),_f3(f3),_f4(f4),
_i1(i1),_i2(i2),_i3(i3),_i4(i4){}
template <class ARRAY,class TYPE>
void apply_imp(ARRAY& array,TYPE initialValue)
{
TYPE val = initialValue;
if (_f1) val += static_cast<TYPE>(array[_i1] * _f1);
if (_f2) val += static_cast<TYPE>(array[_i2] * _f2);
if (_f3) val += static_cast<TYPE>(array[_i3] * _f3);
if (_f4) val += static_cast<TYPE>(array[_i4] * _f4);
array.push_back(val);
}
virtual void apply(osg::ByteArray& ba) { apply_imp(ba,GLbyte(0)); }
virtual void apply(osg::ShortArray& ba) { apply_imp(ba,GLshort(0)); }
virtual void apply(osg::IntArray& ba) { apply_imp(ba,GLint(0)); }
virtual void apply(osg::UByteArray& ba) { apply_imp(ba,GLubyte(0)); }
virtual void apply(osg::UShortArray& ba) { apply_imp(ba,GLushort(0)); }
virtual void apply(osg::UIntArray& ba) { apply_imp(ba,GLuint(0)); }
virtual void apply(osg::Vec4ubArray& ba) { apply_imp(ba,Vec4ub()); }
virtual void apply(osg::FloatArray& ba) { apply_imp(ba,float(0)); }
virtual void apply(osg::Vec2Array& ba) { apply_imp(ba,Vec2()); }
virtual void apply(osg::Vec3Array& ba) { apply_imp(ba,Vec3()); }
virtual void apply(osg::Vec4Array& ba) { apply_imp(ba,Vec4()); }
};
void Tessellator::retessellatePolygons(osg::Geometry &geom)
{
// turn the contour list into primitives, a little like Tessellator does but more generally
osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
if (!vertices || vertices->empty() || geom.getPrimitiveSetList().empty()) return;
// we currently don't handle geometry which use indices...
if (geom.getVertexIndices() ||
geom.getNormalIndices() ||
geom.getColorIndices() ||
geom.getSecondaryColorIndices() ||
geom.getFogCoordIndices()) return;
// not even text coord indices don't handle geometry which use indices...
for(unsigned int unit=0;unit<geom.getNumTexCoordArrays();++unit)
{
if (geom.getTexCoordIndices(unit)) return;
}
if (_ttype==TESS_TYPE_POLYGONS || _ttype==TESS_TYPE_DRAWABLE) _numberVerts=0; // 09.04.04 GWM reset Tessellator
// the reset is needed by the flt loader which reuses a Tessellator for triangulating polygons.
// as such it might be reset by other loaders/developers in future.
_index=0; // reset the counter for indexed vertices
_extraPrimitives = 0;
if (!_numberVerts) {
_numberVerts=geom.getVertexArray()->getNumElements();
// save the contours for complex (winding rule) tessellations
_Contours=geom.getPrimitiveSetList();
}
// now cut out vertex attributes added on any previous tessellation
reduceArray(geom.getVertexArray(), _numberVerts);
reduceArray(geom.getColorArray(), _numberVerts);
reduceArray(geom.getNormalArray(), _numberVerts);
reduceArray(geom.getFogCoordArray(), _numberVerts);
for(unsigned int unit1=0;unit1<geom.getNumTexCoordArrays();++unit1)
{
reduceArray(geom.getTexCoordArray(unit1), _numberVerts);
}
// remove the existing primitives.
unsigned int nprimsetoriginal= geom.getNumPrimitiveSets();
if (nprimsetoriginal) geom.removePrimitiveSet(0, nprimsetoriginal);
// the main difference from osgUtil::Tessellator for Geometry sets of multiple contours is that the begin/end tessellation
// occurs around the whole set of contours.
if (_ttype==TESS_TYPE_GEOMETRY) {
beginTessellation();
}
// process all the contours into the Tessellator
int noContours = _Contours.size();
int currentPrimitive = 0;
for(int primNo=0;primNo<noContours;++primNo)
{
osg::ref_ptr<osg::PrimitiveSet> primitive = _Contours[primNo].get();
if (_ttype==TESS_TYPE_POLYGONS || _ttype==TESS_TYPE_DRAWABLE)
{ // this recovers the 'old' tessellation which just retessellates single polygons.
if (primitive->getMode()==osg::PrimitiveSet::POLYGON || _ttype==TESS_TYPE_DRAWABLE)
{
if (primitive->getType()==osg::PrimitiveSet::DrawArrayLengthsPrimitiveType)
{
osg::DrawArrayLengths* drawArrayLengths = static_cast<osg::DrawArrayLengths*>(primitive.get());
unsigned int first = drawArrayLengths->getFirst();
for(osg::DrawArrayLengths::iterator itr=drawArrayLengths->begin();
itr!=drawArrayLengths->end();
++itr)
{
beginTessellation();
unsigned int last = first + *itr;
addContour(primitive->getMode(),first,last,vertices);
first = last;
endTessellation();
collectTessellation(geom, currentPrimitive);
currentPrimitive++;
}
}
else
{
if (primitive->getNumIndices()>3) { // April 2005 gwm only retessellate "complex" polygons
beginTessellation();
addContour(primitive.get(), vertices);
endTessellation();
collectTessellation(geom, currentPrimitive);
currentPrimitive++;
} else { // April 2005 gwm triangles don't need to be retessellated
geom.addPrimitiveSet(primitive.get());
}
}
}
else
{ // copy the contour primitive as it is not being tessellated
geom.addPrimitiveSet(primitive.get());
}
} else {
if (primitive->getMode()==osg::PrimitiveSet::POLYGON ||
primitive->getMode()==osg::PrimitiveSet::QUADS ||
primitive->getMode()==osg::PrimitiveSet::TRIANGLES ||
primitive->getMode()==osg::PrimitiveSet::LINE_LOOP ||
primitive->getMode()==osg::PrimitiveSet::QUAD_STRIP ||
primitive->getMode()==osg::PrimitiveSet::TRIANGLE_FAN ||
primitive->getMode()==osg::PrimitiveSet::TRIANGLE_STRIP)
{
addContour(primitive.get(), vertices);
} else { // copy the contour primitive as it is not being tessellated
// in this case points, lines or line_strip
geom.addPrimitiveSet(primitive.get());
}
}
}
if (_ttype==TESS_TYPE_GEOMETRY) {
endTessellation();
collectTessellation(geom, 0);
}
}
void Tessellator::addContour(GLenum mode, unsigned int first, unsigned int last, osg::Vec3Array* vertices)
{
beginContour();
unsigned int idx=0;
unsigned int nperprim=0; // number of vertices per primitive
if (mode==osg::PrimitiveSet::QUADS) nperprim=4;
else if (mode==osg::PrimitiveSet::TRIANGLES) nperprim=3;
unsigned int i;
switch (mode)
{
case osg::PrimitiveSet::QUADS:
case osg::PrimitiveSet::TRIANGLES:
case osg::PrimitiveSet::POLYGON:
case osg::PrimitiveSet::LINE_LOOP:
case osg::PrimitiveSet::TRIANGLE_FAN:
{
for(i=first;i<last;++i, idx++)
{
addVertex(&((*vertices)[i]));
if (nperprim>0 && i<last-1 && idx%nperprim==nperprim-1) {
endContour();
beginContour();
}
}
}
break;
case osg::PrimitiveSet::QUAD_STRIP:
{ // always has an even number of vertices
for(i=first;i<last;i+=2)
{ // 0,2,4...
addVertex(&((*vertices)[i]));
}
for(i=last-1;i>=first;i-=2)
{ // ...5,3,1
addVertex(&((*vertices)[i]));
}
}
break;
case osg::PrimitiveSet::TRIANGLE_STRIP:
{
for( i=first;i<last;i+=2)
{// 0,2,4,...
addVertex(&((*vertices)[i]));
}
for(i=((last-first)%2)?(last-2):(last-1) ;i>first&& i<last;i-=2)
{
addVertex(&((*vertices)[i]));
}
}
break;
default: // lines, points, line_strip
{
for(i=first;i<last;++i, idx++)
{
addVertex(&((*vertices)[i]));
if (nperprim>0 && i<last-1 && idx%nperprim==nperprim-1) {
endContour();
beginContour();
}
}
}
break;
}
endContour();
}
void Tessellator::addContour(osg::PrimitiveSet* primitive, osg::Vec3Array* vertices)
{
// adds a single primitive as a contour.
unsigned int nperprim=0; // number of vertices per primitive
if (primitive->getMode()==osg::PrimitiveSet::QUADS) nperprim=4;
if (primitive->getMode()==osg::PrimitiveSet::TRIANGLES) nperprim=3;
unsigned int idx=0;
switch(primitive->getType())
{
case(osg::PrimitiveSet::DrawArraysPrimitiveType):
{
osg::DrawArrays* drawArray = static_cast<osg::DrawArrays*>(primitive);
unsigned int first = drawArray->getFirst();
unsigned int last = first+drawArray->getCount();
addContour(primitive->getMode(),first,last,vertices);
break;
}
case(osg::PrimitiveSet::DrawElementsUBytePrimitiveType):
{
beginContour();
osg::DrawElementsUByte* drawElements = static_cast<osg::DrawElementsUByte*>(primitive);
for(osg::DrawElementsUByte::iterator indexItr=drawElements->begin();
indexItr!=drawElements->end();
++indexItr, idx++)
{
addVertex(&((*vertices)[*indexItr]));
if (nperprim>0 && indexItr!=drawElements->end() && idx%nperprim==nperprim-1) {
endContour();
beginContour();
}
}
endContour();
break;
}
case(osg::PrimitiveSet::DrawElementsUShortPrimitiveType):
{
beginContour();
osg::DrawElementsUShort* drawElements = static_cast<osg::DrawElementsUShort*>(primitive);
for(osg::DrawElementsUShort::iterator indexItr=drawElements->begin();
indexItr!=drawElements->end();
++indexItr, idx++)
{
addVertex(&((*vertices)[*indexItr]));
if (nperprim>0 && indexItr!=drawElements->end() && idx%nperprim==nperprim-1) {
endContour();
beginContour();
}
}
endContour();
break;
}
case(osg::PrimitiveSet::DrawElementsUIntPrimitiveType):
{
beginContour();
osg::DrawElementsUInt* drawElements = static_cast<osg::DrawElementsUInt*>(primitive);
for(osg::DrawElementsUInt::iterator indexItr=drawElements->begin();
indexItr!=drawElements->end();
++indexItr, idx++)
{
addVertex(&((*vertices)[*indexItr]));
if (nperprim>0 && indexItr!=drawElements->end() && idx%nperprim==nperprim-1) {
endContour();
beginContour();
}
}
endContour();
break;
}
default:
OSG_NOTICE<<"Tessellator::addContour(primitive, vertices) : Primitive type "<<primitive->getType()<<" not handled"<<std::endl;
break;
}
}
void Tessellator::handleNewVertices(osg::Geometry& geom,VertexPtrToIndexMap &vertexPtrToIndexMap)
{
if (!_newVertexList.empty())
{
osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
osg::Vec3Array* normals = NULL;
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_VERTEX)
{
normals = dynamic_cast<osg::Vec3Array*>(geom.getNormalArray());
}
typedef std::vector<osg::Array*> ArrayList;
ArrayList arrays;
if (geom.getColorBinding()==osg::Geometry::BIND_PER_VERTEX)
{
arrays.push_back(geom.getColorArray());
}
if (geom.getSecondaryColorBinding()==osg::Geometry::BIND_PER_VERTEX)
{
arrays.push_back(geom.getSecondaryColorArray());
}
if (geom.getFogCoordBinding()==osg::Geometry::BIND_PER_VERTEX)
{
arrays.push_back(geom.getFogCoordArray());
}
osg::Geometry::ArrayDataList& tcal = geom.getTexCoordArrayList();
for(osg::Geometry::ArrayDataList::iterator tcalItr=tcal.begin();
tcalItr!=tcal.end();
++tcalItr)
{
if (tcalItr->array.valid())
{
arrays.push_back(tcalItr->array.get());
}
}
// now add any new vertices that are required.
for(NewVertexList::iterator itr=_newVertexList.begin();
itr!=_newVertexList.end();
++itr)
{
NewVertex& newVertex = (*itr);
osg::Vec3* vertex = newVertex._vpos;
// assign vertex.
vertexPtrToIndexMap[vertex]=vertices->size();
vertices->push_back(*vertex);
// assign normals
if (normals)
{
osg::Vec3 norm(0.0f,0.0f,0.0f);
if (newVertex._v1) norm += (*normals)[vertexPtrToIndexMap[newVertex._v1]] * newVertex._f1;
if (newVertex._v2) norm += (*normals)[vertexPtrToIndexMap[newVertex._v2]] * newVertex._f2;
if (newVertex._v3) norm += (*normals)[vertexPtrToIndexMap[newVertex._v3]] * newVertex._f3;
if (newVertex._v4) norm += (*normals)[vertexPtrToIndexMap[newVertex._v4]] * newVertex._f4;
norm.normalize();
normals->push_back(norm);
}
if (!arrays.empty())
{
InsertNewVertices inv(newVertex._f1,vertexPtrToIndexMap[newVertex._v1],
newVertex._f2,vertexPtrToIndexMap[newVertex._v2],
newVertex._f3,vertexPtrToIndexMap[newVertex._v3],
newVertex._f4,vertexPtrToIndexMap[newVertex._v4]);
// assign the rest of the attributes.
for(ArrayList::iterator aItr=arrays.begin();
aItr!=arrays.end();
++aItr)
{
(*aItr)->accept(inv);
}
}
}
}
}
void Tessellator::begin(GLenum mode)
{
_primList.push_back(new Prim(mode));
}
void Tessellator::vertex(osg::Vec3* vertex)
{
if (!_primList.empty())
{
Prim* prim = _primList.back().get();
prim->_vertices.push_back(vertex);
}
}
void Tessellator::combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4])
{
_newVertexList.push_back(NewVertex(vertex,
weight[0],(Vec3*)vertex_data[0],
weight[1],(Vec3*)vertex_data[1],
weight[2],(Vec3*)vertex_data[2],
weight[3],(Vec3*)vertex_data[3]));
}
void Tessellator::end()
{
// no need to do anything right now...
}
void Tessellator::error(GLenum errorCode)
{
_errorCode = errorCode;
}
void CALLBACK Tessellator::beginCallback(GLenum which, void* userData)
{
((Tessellator*)userData)->begin(which);
}
void CALLBACK Tessellator::endCallback(void* userData)
{
((Tessellator*)userData)->end();
}
void CALLBACK Tessellator::vertexCallback(GLvoid *data, void* userData)
{
((Tessellator*)userData)->vertex((Vec3*)data);
}
void CALLBACK Tessellator::combineCallback(GLdouble coords[3], void* vertex_data[4],
GLfloat weight[4], void** outData,
void* userData)
{
Vec3* newData = new osg::Vec3(coords[0],coords[1],coords[2]);
*outData = newData;
((Tessellator*)userData)->combine(newData,vertex_data,weight);
}
void CALLBACK Tessellator::errorCallback(GLenum errorCode, void* userData)
{
((Tessellator*)userData)->error(errorCode);
}
void Tessellator::reduceArray(osg::Array * cold, const unsigned int nnu)
{ // shrinks size of array to N
if (cold && cold->getNumElements()>nnu) {
osg::Vec2Array* v2arr = NULL;
osg::Vec3Array* v3arr = NULL;
osg::Vec4Array* v4arr = NULL;
switch (cold->getType()) {
case osg::Array::Vec2ArrayType: {
v2arr = dynamic_cast<osg::Vec2Array*>(cold);
osg::Vec2Array::iterator itr=v2arr->begin()+nnu;
(*v2arr).erase(itr, v2arr->end());
}
break;
case osg::Array::Vec3ArrayType: {
v3arr = dynamic_cast<osg::Vec3Array*>(cold);
osg::Vec3Array::iterator itr=v3arr->begin()+nnu;
(*v3arr).erase(itr, v3arr->end());
}
break;
case osg::Array::Vec4ArrayType: {
v4arr = dynamic_cast<osg::Vec4Array*>(cold);
osg::Vec4Array::iterator itr=v4arr->begin()+nnu;
(*v4arr).erase(itr, v4arr->end());
}
break;
default: // should also handle:ArrayType' ByteArrayType' ShortArrayType' IntArrayType'
// `UShortArrayType' `UIntArrayType' `Vec4ubArrayType' `FloatArrayType'
break;
}
}
}
void Tessellator::collectTessellation(osg::Geometry &geom, unsigned int originalIndex)
{
osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
VertexPtrToIndexMap vertexPtrToIndexMap;
// populate the VertexPtrToIndexMap.
for(unsigned int vi=0;vi<vertices->size();++vi)
{
vertexPtrToIndexMap[&((*vertices)[vi])] = vi;
}
handleNewVertices(geom, vertexPtrToIndexMap);
// we don't properly handle per primitive and per primitive_set bindings yet
// will need to address this soon. Robert Oct 2002.
{
osg::Vec3Array* normals = NULL; // GWM Sep 2002 - add normals for extra facets
int iprim=0;
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE ||
geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET)
{
normals = dynamic_cast<osg::Vec3Array*>(geom.getNormalArray()); // GWM Sep 2002
}
// GWM Dec 2003 - needed to add colours for extra facets
osg::Vec4Array* cols4 = NULL; // GWM Dec 2003 colours are vec4
osg::Vec3Array* cols3 = NULL; // GWM Dec 2003 colours are vec3
if (geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE ||
geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET)
{
Array* colours = geom.getColorArray(); // GWM Dec 2003 - need to duplicate face colours
switch (colours->getType()) {
case osg::Array::Vec4ArrayType:
cols4=dynamic_cast<osg::Vec4Array *> (colours);
break;
case osg::Array::Vec3ArrayType:
cols3=dynamic_cast<osg::Vec3Array *> (colours);
break;
default:
break;
}
}
// GWM Dec 2003 - these holders need to go outside the loop to
// retain the flat shaded colour &/or normal for each tessellated polygon
osg::Vec3 norm(0.0f,0.0f,0.0f);
osg::Vec4 primCol4(0.0f,0.0f,0.0f,1.0f);
osg::Vec3 primCol3(0.0f,0.0f,0.0f);
for(PrimList::iterator primItr=_primList.begin();
primItr!=_primList.end();
++primItr, ++_index)
{
Prim* prim=primItr->get();
int ntris=0;
if(vertexPtrToIndexMap.size() <= 255)
{
osg::DrawElementsUByte* elements = new osg::DrawElementsUByte(prim->_mode);
for(Prim::VecList::iterator vitr=prim->_vertices.begin();
vitr!=prim->_vertices.end();
++vitr)
{
elements->push_back(vertexPtrToIndexMap[*vitr]);
}
// add to the drawn primitive list.
geom.addPrimitiveSet(elements);
ntris=elements->getNumIndices()/3;
}
else if(vertexPtrToIndexMap.size() > 255 && vertexPtrToIndexMap.size() <= 65535)
{
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(prim->_mode);
for(Prim::VecList::iterator vitr=prim->_vertices.begin();
vitr!=prim->_vertices.end();
++vitr)
{
elements->push_back(vertexPtrToIndexMap[*vitr]);
}
// add to the drawn primitive list.
geom.addPrimitiveSet(elements);
ntris=elements->getNumIndices()/3;
}
else
{
osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(prim->_mode);
for(Prim::VecList::iterator vitr=prim->_vertices.begin();
vitr!=prim->_vertices.end();
++vitr)
{
elements->push_back(vertexPtrToIndexMap[*vitr]);
}
// add to the drawn primitive list.
geom.addPrimitiveSet(elements);
ntris=elements->getNumIndices()/3;
}
if (primItr==_primList.begin())
{ // first primitive so collect primitive normal & colour.
if (normals) {
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE)
norm=(*normals)[originalIndex + _extraPrimitives];
else
norm=(*normals)[iprim]; // GWM Sep 2002 the flat shaded normal
}
if (cols4) {
primCol4=(*cols4)[iprim]; // GWM Dec 2003 the flat shaded rgba colour
if (_index>=cols4->size()) {
cols4->push_back(primCol4); // GWM Dec 2003 add flat shaded colour for new facet
}
}
if (cols3) {
primCol3=(*cols3)[iprim]; // GWM Dec 2003 flat shaded rgb colour
if (_index>=cols3->size()) {
cols3->push_back(primCol3); // GWM Dec 2003 add flat shaded colour for new facet
}
}
}
else
{ // later primitives use same colour
if (normals)
{
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE)
{
_extraPrimitives++;
normals->insert(normals->begin() + originalIndex + _extraPrimitives, norm);
}
else
normals->push_back(norm); // GWM Sep 2002 add flat shaded normal for new facet
}
if (cols4 && _index>=cols4->size()) {
cols4->push_back(primCol4); // GWM Dec 2003 add flat shaded colour for new facet
}
if (cols3 && _index>=cols3->size()) {
if (cols3) cols3->push_back(primCol3); // GWM Dec 2003 add flat shaded colour for new facet
}
if (prim->_mode==GL_TRIANGLES) {
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET ||
geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE) { // need one per triangle? Not one per set.
for (int ii=1; ii<ntris; ii++) {
if (normals) normals->push_back(norm); // GWM Sep 2002 add flat shaded normal for new facet
}
}
if (geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET ||
geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE) { // need one per triangle? Not one per set.
for (int ii=1; ii<ntris; ii++) {
if (cols3 && _index>=cols3->size()) {
if (cols3) cols3->push_back(primCol3);
}
if (cols4 && _index>=cols4->size()) {
if (cols4) cols4->push_back(primCol4);
}
_index++;
}
}
}
// OSG_WARN<<"Add: "<< iprim << std::endl;
}
iprim++; // GWM Sep 2002 count which normal we should use
}
}
}
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