/* ** 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. ** ** $Date: 2004/05/12 15:29:36 $ $Revision: 1.3 $ */ /* ** $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libnurbs/interface/insurfeval.cc,v 1.3 2004/05/12 15:29:36 brianp Exp $ */ #include "gluos.h" #include #include #include #include #include #include "glsurfeval.h" #undef glNormal3fv #undef glVertex3fv #define glVertex3fv(v) \ m_Self->GLVertex4f((v)[0], (v)[1], (v)[2], 1.0f) #define glNormal3fv(v) \ m_Self->GLNormal3f((v)[0], (v)[1], (v)[2]) //extern int surfcount; //#define CRACK_TEST #define AVOID_ZERO_NORMAL #ifdef AVOID_ZERO_NORMAL #define myabs(x) ((x>0)? x: (-x)) #define MYZERO 0.000001 #define MYDELTA 0.001 #endif //#define USE_LOD #ifdef USE_LOD //#define LOD_EVAL_COORD(u,v) inDoEvalCoord2EM(u,v) #define LOD_EVAL_COORD(u,v) glEvalCoord2f(u,v) static void LOD_interpolate(REAL A[2], REAL B[2], REAL C[2], int j, int k, int pow2_level, REAL& u, REAL& v) { REAL a,a1,b,b1; a = ((REAL) j) / ((REAL) pow2_level); a1 = 1-a; if(j != 0) { b = ((REAL) k) / ((REAL)j); b1 = 1-b; } REAL x,y,z; x = a1; if(j==0) { y=0; z=0; } else{ y = b1*a; z = b *a; } u = x*A[0] + y*B[0] + z*C[0]; v = x*A[1] + y*B[1] + z*C[1]; } void OpenGLSurfaceEvaluator::LOD_triangle(REAL A[2], REAL B[2], REAL C[2], int level) { int k,j; int pow2_level; /*compute 2^level*/ pow2_level = 1; for(j=0; jGLglBegin(GL_TRIANGLE_STRIP); LOD_interpolate(A,B,C, j+1, j+1, pow2_level, u,v); #ifdef USE_LOD LOD_EVAL_COORD(u,v); // glEvalCoord2f(u,v); #else inDoEvalCoord2EM(u,v); #endif for(k=0; k<=j; k++) { LOD_interpolate(A,B,C,j,j-k,pow2_level, u,v); #ifdef USE_LOD LOD_EVAL_COORD(u,v); // glEvalCoord2f(u,v); #else inDoEvalCoord2EM(u,v); #endif LOD_interpolate(A,B,C,j+1,j-k,pow2_level, u,v); #ifdef USE_LOD LOD_EVAL_COORD(u,v); // glEvalCoord2f(u,v); #else inDoEvalCoord2EM(u,v); #endif } // endCallBack(); m_Self->GLEnd(); } } void OpenGLSurfaceEvaluator::LOD_eval(int num_vert, REAL* verts, int type, int level ) { int i,k; switch(type){ case GL_TRIANGLE_STRIP: case GL_QUAD_STRIP: for(i=2, k=4; i<=num_vert-2; i+=2, k+=4) { LOD_triangle(verts+k-4, verts+k-2, verts+k, level ); LOD_triangle(verts+k-2, verts+k+2, verts+k, level ); } if(num_vert % 2 ==1) { LOD_triangle(verts+2*(num_vert-3), verts+2*(num_vert-2), verts+2*(num_vert-1), level ); } break; case GL_TRIANGLE_FAN: for(i=1, k=2; i<=num_vert-2; i++, k+=2) { LOD_triangle(verts,verts+k, verts+k+2, level ); } break; default: fprintf(stderr, "typy not supported in LOD_\n"); } } #endif //USE_LOD //#define GENERIC_TEST #ifdef GENERIC_TEST extern float xmin, xmax, ymin, ymax, zmin, zmax; /*bounding box*/ extern int temp_signal; static void gTessVertexSphere(float u, float v, float temp_normal[3], float temp_vertex[3]) { float r=2.0; float Ox = 0.5*(xmin+xmax); float Oy = 0.5*(ymin+ymax); float Oz = 0.5*(zmin+zmax); float nx = cos(v) * sin(u); float ny = sin(v) * sin(u); float nz = cos(u); float x= Ox+r * nx; float y= Oy+r * ny; float z= Oz+r * nz; temp_normal[0] = nx; temp_normal[1] = ny; temp_normal[2] = nz; temp_vertex[0] = x; temp_vertex[1] = y; temp_vertex[2] = z; // glNormal3f(nx,ny,nz); // glVertex3f(x,y,z); } static void gTessVertexCyl(float u, float v, float temp_normal[3], float temp_vertex[3]) { float r=2.0; float Ox = 0.5*(xmin+xmax); float Oy = 0.5*(ymin+ymax); float Oz = 0.5*(zmin+zmax); float nx = cos(v); float ny = sin(v); float nz = 0; float x= Ox+r * nx; float y= Oy+r * ny; float z= Oz - 2*u; temp_normal[0] = nx; temp_normal[1] = ny; temp_normal[2] = nz; temp_vertex[0] = x; temp_vertex[1] = y; temp_vertex[2] = z; /* glNormal3f(nx,ny,nz); glVertex3f(x,y,z); */ } #endif //GENERIC_TEST void OpenGLSurfaceEvaluator::inBPMListEval(bezierPatchMesh* list) { bezierPatchMesh* temp; for(temp = list; temp != NULL; temp = temp->next) { inBPMEval(temp); } } void OpenGLSurfaceEvaluator::inBPMEval(bezierPatchMesh* bpm) { int i,j,k,l; float u,v; int ustride = bpm->bpatch->dimension * bpm->bpatch->vorder; int vstride = bpm->bpatch->dimension; inMap2f( (bpm->bpatch->dimension == 3)? GL_MAP2_VERTEX_3 : GL_MAP2_VERTEX_4, bpm->bpatch->umin, bpm->bpatch->umax, ustride, bpm->bpatch->uorder, bpm->bpatch->vmin, bpm->bpatch->vmax, vstride, bpm->bpatch->vorder, bpm->bpatch->ctlpoints); bpm->vertex_array = (float*) malloc(sizeof(float)* (bpm->index_UVarray/2) * 3+1); /*in case the origional dimenion is 4, then we need 4 space to pass to evaluator.*/ assert(bpm->vertex_array); bpm->normal_array = (float*) malloc(sizeof(float)* (bpm->index_UVarray/2) * 3); assert(bpm->normal_array); #ifdef CRACK_TEST if( global_ev_u1 ==2 && global_ev_u2 == 3 && global_ev_v1 ==2 && global_ev_v2 == 3) { REAL vertex[4]; REAL normal[4]; #ifdef DEBUG printf("***number 1\n"); #endif beginCallBack(GL_QUAD_STRIP, NULL); inEvalCoord2f(3.0, 3.0); inEvalCoord2f(2.0, 3.0); inEvalCoord2f(3.0, 2.7); inEvalCoord2f(2.0, 2.7); inEvalCoord2f(3.0, 2.0); inEvalCoord2f(2.0, 2.0); endCallBack(NULL); beginCallBack(GL_TRIANGLE_STRIP, NULL); inEvalCoord2f(2.0, 3.0); inEvalCoord2f(2.0, 2.0); inEvalCoord2f(2.0, 2.7); endCallBack(NULL); } /* if( global_ev_u1 ==2 && global_ev_u2 == 3 && global_ev_v1 ==1 && global_ev_v2 == 2) { #ifdef DEBUG printf("***number 2\n"); #endif beginCallBack(GL_QUAD_STRIP); inEvalCoord2f(2.0, 2.0); inEvalCoord2f(2.0, 1.0); inEvalCoord2f(3.0, 2.0); inEvalCoord2f(3.0, 1.0); endCallBack(); } */ if( global_ev_u1 ==1 && global_ev_u2 == 2 && global_ev_v1 ==2 && global_ev_v2 == 3) { #ifdef DEBUG printf("***number 3\n"); #endif beginCallBack(GL_QUAD_STRIP, NULL); inEvalCoord2f(2.0, 3.0); inEvalCoord2f(1.0, 3.0); inEvalCoord2f(2.0, 2.3); inEvalCoord2f(1.0, 2.3); inEvalCoord2f(2.0, 2.0); inEvalCoord2f(1.0, 2.0); endCallBack(NULL); beginCallBack(GL_TRIANGLE_STRIP, NULL); inEvalCoord2f(2.0, 2.3); inEvalCoord2f(2.0, 2.0); inEvalCoord2f(2.0, 3.0); endCallBack(NULL); } return; #endif k=0; l=0; for(i=0; iindex_length_array; i++) { beginCallBack(bpm->type_array[i], userData); for(j=0; jlength_array[i]; j++) { u = bpm->UVarray[k]; v = bpm->UVarray[k+1]; inDoEvalCoord2NOGE(u,v, bpm->vertex_array+l, bpm->normal_array+l); normalCallBack(bpm->normal_array+l, userData); vertexCallBack(bpm->vertex_array+l, userData); k += 2; l += 3; } endCallBack(userData); } } void OpenGLSurfaceEvaluator::inEvalPoint2(int i, int j) { REAL du, dv; REAL point[4]; REAL normal[3]; REAL u,v; du = (global_grid_u1 - global_grid_u0) / (REAL)global_grid_nu; dv = (global_grid_v1 - global_grid_v0) / (REAL)global_grid_nv; u = (i==global_grid_nu)? global_grid_u1:(global_grid_u0 + i*du); v = (j == global_grid_nv)? global_grid_v1: (global_grid_v0 +j*dv); inDoEvalCoord2(u,v,point,normal); } void OpenGLSurfaceEvaluator::inEvalCoord2f(REAL u, REAL v) { REAL point[4]; REAL normal[3]; inDoEvalCoord2(u,v,point, normal); } /*define a grid. store the values into the global variabls: * global_grid_* *These values will be used later by evaluating functions */ void OpenGLSurfaceEvaluator::inMapGrid2f(int nu, REAL u0, REAL u1, int nv, REAL v0, REAL v1) { global_grid_u0 = u0; global_grid_u1 = u1; global_grid_nu = nu; global_grid_v0 = v0; global_grid_v1 = v1; global_grid_nv = nv; } void OpenGLSurfaceEvaluator::inEvalMesh2(int lowU, int lowV, int highU, int highV) { REAL du, dv; int i,j; REAL point[4]; REAL normal[3]; if(global_grid_nu == 0 || global_grid_nv == 0) return; /*no points need to be output*/ du = (global_grid_u1 - global_grid_u0) / (REAL)global_grid_nu; dv = (global_grid_v1 - global_grid_v0) / (REAL)global_grid_nv; if(global_grid_nu >= global_grid_nv){ for(i=lowU; i=lowV; j--){ REAL v1 = (j == global_grid_nv)? global_grid_v1: (global_grid_v0 +j*dv); inDoEvalCoord2(u1, v1, point, normal); inDoEvalCoord2(u2, v1, point, normal); } endqstrip(); } } else{ for(i=lowV; i=lowU; j--){ REAL u1 = (j == global_grid_nu)? global_grid_u1: (global_grid_u0 +j*du); inDoEvalCoord2(u1, v2, point, normal); inDoEvalCoord2(u1, v1, point, normal); } endqstrip(); } } } void OpenGLSurfaceEvaluator::inMap2f(int k, REAL ulower, REAL uupper, int ustride, int uorder, REAL vlower, REAL vupper, int vstride, int vorder, REAL *ctlPoints) { int i,j,x; REAL *data = global_ev_ctlPoints; if(k == GL_MAP2_VERTEX_3) k=3; else if (k==GL_MAP2_VERTEX_4) k =4; else { printf("error in inMap2f, maptype=%i is wrong, k,map is not updated\n", k); return; } global_ev_k = k; global_ev_u1 = ulower; global_ev_u2 = uupper; global_ev_ustride = ustride; global_ev_uorder = uorder; global_ev_v1 = vlower; global_ev_v2 = vupper; global_ev_vstride = vstride; global_ev_vorder = vorder; /*copy the contrl points from ctlPoints to global_ev_ctlPoints*/ for (i=0; i 0.0) { n[0] /= mag; n[1] /= mag; n[2] /= mag; } } /*Compute point and normal *see the head of inDoDomain2WithDerivs *for the meaning of the arguments */ void OpenGLSurfaceEvaluator::inDoEvalCoord2(REAL u, REAL v, REAL *retPoint, REAL *retNormal) { REAL du[4]; REAL dv[4]; assert(global_ev_k>=3 && global_ev_k <= 4); /*compute homegeneous point and partial derivatives*/ inDoDomain2WithDerivs(global_ev_k, u, v, global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, retPoint, du, dv); #ifdef AVOID_ZERO_NORMAL if(myabs(dv[0]) <= MYZERO && myabs(dv[1]) <= MYZERO && myabs(dv[2]) <= MYZERO) { REAL tempdu[4]; REAL tempdata[4]; REAL u1 = global_ev_u1; REAL u2 = global_ev_u2; if(u-MYDELTA*(u2-u1) < u1) u = u+ MYDELTA*(u2-u1); else u = u-MYDELTA*(u2-u1); inDoDomain2WithDerivs(global_ev_k, u,v,global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, tempdata, tempdu, dv); } if(myabs(du[0]) <= MYZERO && myabs(du[1]) <= MYZERO && myabs(du[2]) <= MYZERO) { REAL tempdv[4]; REAL tempdata[4]; REAL v1 = global_ev_v1; REAL v2 = global_ev_v2; if(v-MYDELTA*(v2-v1) < v1) v = v+ MYDELTA*(v2-v1); else v = v-MYDELTA*(v2-v1); inDoDomain2WithDerivs(global_ev_k, u,v,global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, tempdata, du, tempdv); } #endif /*compute normal*/ switch(global_ev_k){ case 3: inComputeNormal2(du, dv, retNormal); break; case 4: inComputeFirstPartials(retPoint, du, dv); inComputeNormal2(du, dv, retNormal); /*transform the homegeneous coordinate of retPoint into inhomogenous one*/ retPoint[0] /= retPoint[3]; retPoint[1] /= retPoint[3]; retPoint[2] /= retPoint[3]; break; } /*output this vertex*/ /* inMeshStreamInsert(global_ms, retPoint, retNormal);*/ glNormal3fv(retNormal); glVertex3fv(retPoint); #ifdef DEBUG printf("vertex(%f,%f,%f)\n", retPoint[0],retPoint[1],retPoint[2]); #endif } /*Compute point and normal *see the head of inDoDomain2WithDerivs *for the meaning of the arguments */ void OpenGLSurfaceEvaluator::inDoEvalCoord2NOGE_BU(REAL u, REAL v, REAL *retPoint, REAL *retNormal) { REAL du[4]; REAL dv[4]; assert(global_ev_k>=3 && global_ev_k <= 4); /*compute homegeneous point and partial derivatives*/ // inPreEvaluateBU(global_ev_k, global_ev_uorder, global_ev_vorder, (u-global_ev_u1)/(global_ev_u2-global_ev_u1), global_ev_ctlPoints); inDoDomain2WithDerivsBU(global_ev_k, u, v, global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, retPoint, du, dv); #ifdef AVOID_ZERO_NORMAL if(myabs(dv[0]) <= MYZERO && myabs(dv[1]) <= MYZERO && myabs(dv[2]) <= MYZERO) { REAL tempdu[4]; REAL tempdata[4]; REAL u1 = global_ev_u1; REAL u2 = global_ev_u2; if(u-MYDELTA*(u2-u1) < u1) u = u+ MYDELTA*(u2-u1); else u = u-MYDELTA*(u2-u1); inDoDomain2WithDerivs(global_ev_k, u,v,global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, tempdata, tempdu, dv); } if(myabs(du[0]) <= MYZERO && myabs(du[1]) <= MYZERO && myabs(du[2]) <= MYZERO) { REAL tempdv[4]; REAL tempdata[4]; REAL v1 = global_ev_v1; REAL v2 = global_ev_v2; if(v-MYDELTA*(v2-v1) < v1) v = v+ MYDELTA*(v2-v1); else v = v-MYDELTA*(v2-v1); inDoDomain2WithDerivs(global_ev_k, u,v,global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, tempdata, du, tempdv); } #endif /*compute normal*/ switch(global_ev_k){ case 3: inComputeNormal2(du, dv, retNormal); break; case 4: inComputeFirstPartials(retPoint, du, dv); inComputeNormal2(du, dv, retNormal); /*transform the homegeneous coordinate of retPoint into inhomogenous one*/ retPoint[0] /= retPoint[3]; retPoint[1] /= retPoint[3]; retPoint[2] /= retPoint[3]; break; } } /*Compute point and normal *see the head of inDoDomain2WithDerivs *for the meaning of the arguments */ void OpenGLSurfaceEvaluator::inDoEvalCoord2NOGE_BV(REAL u, REAL v, REAL *retPoint, REAL *retNormal) { REAL du[4]; REAL dv[4]; assert(global_ev_k>=3 && global_ev_k <= 4); /*compute homegeneous point and partial derivatives*/ // inPreEvaluateBV(global_ev_k, global_ev_uorder, global_ev_vorder, (v-global_ev_v1)/(global_ev_v2-global_ev_v1), global_ev_ctlPoints); inDoDomain2WithDerivsBV(global_ev_k, u, v, global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, retPoint, du, dv); #ifdef AVOID_ZERO_NORMAL if(myabs(dv[0]) <= MYZERO && myabs(dv[1]) <= MYZERO && myabs(dv[2]) <= MYZERO) { REAL tempdu[4]; REAL tempdata[4]; REAL u1 = global_ev_u1; REAL u2 = global_ev_u2; if(u-MYDELTA*(u2-u1) < u1) u = u+ MYDELTA*(u2-u1); else u = u-MYDELTA*(u2-u1); inDoDomain2WithDerivs(global_ev_k, u,v,global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, tempdata, tempdu, dv); } if(myabs(du[0]) <= MYZERO && myabs(du[1]) <= MYZERO && myabs(du[2]) <= MYZERO) { REAL tempdv[4]; REAL tempdata[4]; REAL v1 = global_ev_v1; REAL v2 = global_ev_v2; if(v-MYDELTA*(v2-v1) < v1) v = v+ MYDELTA*(v2-v1); else v = v-MYDELTA*(v2-v1); inDoDomain2WithDerivs(global_ev_k, u,v,global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, tempdata, du, tempdv); } #endif /*compute normal*/ switch(global_ev_k){ case 3: inComputeNormal2(du, dv, retNormal); break; case 4: inComputeFirstPartials(retPoint, du, dv); inComputeNormal2(du, dv, retNormal); /*transform the homegeneous coordinate of retPoint into inhomogenous one*/ retPoint[0] /= retPoint[3]; retPoint[1] /= retPoint[3]; retPoint[2] /= retPoint[3]; break; } } /*Compute point and normal *see the head of inDoDomain2WithDerivs *for the meaning of the arguments */ void OpenGLSurfaceEvaluator::inDoEvalCoord2NOGE(REAL u, REAL v, REAL *retPoint, REAL *retNormal) { REAL du[4]; REAL dv[4]; assert(global_ev_k>=3 && global_ev_k <= 4); /*compute homegeneous point and partial derivatives*/ inDoDomain2WithDerivs(global_ev_k, u, v, global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, retPoint, du, dv); #ifdef AVOID_ZERO_NORMAL if(myabs(dv[0]) <= MYZERO && myabs(dv[1]) <= MYZERO && myabs(dv[2]) <= MYZERO) { REAL tempdu[4]; REAL tempdata[4]; REAL u1 = global_ev_u1; REAL u2 = global_ev_u2; if(u-MYDELTA*(u2-u1) < u1) u = u+ MYDELTA*(u2-u1); else u = u-MYDELTA*(u2-u1); inDoDomain2WithDerivs(global_ev_k, u,v,global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, tempdata, tempdu, dv); } if(myabs(du[0]) <= MYZERO && myabs(du[1]) <= MYZERO && myabs(du[2]) <= MYZERO) { REAL tempdv[4]; REAL tempdata[4]; REAL v1 = global_ev_v1; REAL v2 = global_ev_v2; if(v-MYDELTA*(v2-v1) < v1) v = v+ MYDELTA*(v2-v1); else v = v-MYDELTA*(v2-v1); inDoDomain2WithDerivs(global_ev_k, u,v,global_ev_u1, global_ev_u2, global_ev_uorder, global_ev_v1, global_ev_v2, global_ev_vorder, global_ev_ctlPoints, tempdata, du, tempdv); } #endif /*compute normal*/ switch(global_ev_k){ case 3: inComputeNormal2(du, dv, retNormal); break; case 4: inComputeFirstPartials(retPoint, du, dv); inComputeNormal2(du, dv, retNormal); /*transform the homegeneous coordinate of retPoint into inhomogenous one*/ retPoint[0] /= retPoint[3]; retPoint[1] /= retPoint[3]; retPoint[2] /= retPoint[3]; break; } // glNormal3fv(retNormal); // glVertex3fv(retPoint); } void OpenGLSurfaceEvaluator::inPreEvaluateBV(int k, int uorder, int vorder, REAL vprime, REAL *baseData) { int j,row,col; REAL p, pdv; REAL *data; if(global_vprime != vprime || global_vorder != vorder) { inPreEvaluateWithDeriv(vorder, vprime, global_vcoeff, global_vcoeffDeriv); global_vprime = vprime; global_vorder = vorder; } for(j=0; j=1 *This code is copied from opengl/soft/so_eval.c:PreEvaluate */ void OpenGLSurfaceEvaluator::inPreEvaluate(int order, REAL vprime, REAL *coeff) { int i, j; REAL oldval, temp; REAL oneMinusvprime; /* * Minor optimization * Compute orders 1 and 2 outright, and set coeff[0], coeff[1] to * their i==1 loop values to avoid the initialization and the i==1 loop. */ if (order == 1) { coeff[0] = 1.0; return; } oneMinusvprime = 1-vprime; coeff[0] = oneMinusvprime; coeff[1] = vprime; if (order == 2) return; for (i = 2; i < order; i++) { oldval = coeff[0] * vprime; coeff[0] = oneMinusvprime * coeff[0]; for (j = 1; j < i; j++) { temp = oldval; oldval = coeff[j] * vprime; coeff[j] = temp + oneMinusvprime * coeff[j]; } coeff[j] = oldval; } } /* *compute the Bezier polynomials C[n,j](v) and derivatives for all j at v with *return values stored in coeff[] and coeffDeriv[]. *see the head of function inPreEvaluate for the definition of C[n,j](v) *and how to compute the values. *The algorithm to compute the derivative is: * dC[0,0](v) = 0. * dC[n,j](v) = n*(dC[n-1,j-1](v) - dC[n-1,j](v)). * *This code is copied from opengl/soft/so_eval.c:PreEvaluateWidthDeriv */ void OpenGLSurfaceEvaluator::inPreEvaluateWithDeriv(int order, REAL vprime, REAL *coeff, REAL *coeffDeriv) { int i, j; REAL oldval, temp; REAL oneMinusvprime; oneMinusvprime = 1-vprime; /* * Minor optimization * Compute orders 1 and 2 outright, and set coeff[0], coeff[1] to * their i==1 loop values to avoid the initialization and the i==1 loop. */ if (order == 1) { coeff[0] = 1.0; coeffDeriv[0] = 0.0; return; } else if (order == 2) { coeffDeriv[0] = -1.0; coeffDeriv[1] = 1.0; coeff[0] = oneMinusvprime; coeff[1] = vprime; return; } coeff[0] = oneMinusvprime; coeff[1] = vprime; for (i = 2; i < order - 1; i++) { oldval = coeff[0] * vprime; coeff[0] = oneMinusvprime * coeff[0]; for (j = 1; j < i; j++) { temp = oldval; oldval = coeff[j] * vprime; coeff[j] = temp + oneMinusvprime * coeff[j]; } coeff[j] = oldval; } coeffDeriv[0] = -coeff[0]; /* ** Minor optimization: ** Would make this a "for (j=1; j=1 *n_lower >=1 */ void OpenGLSurfaceEvaluator::inEvalUStrip(int n_upper, REAL v_upper, REAL* upper_val, int n_lower, REAL v_lower, REAL* lower_val) { int i,j,k,l; REAL leftMostV[2]; typedef REAL REAL3[3]; REAL3* upperXYZ = (REAL3*) malloc(sizeof(REAL3)*n_upper); assert(upperXYZ); REAL3* upperNormal = (REAL3*) malloc(sizeof(REAL3) * n_upper); assert(upperNormal); REAL3* lowerXYZ = (REAL3*) malloc(sizeof(REAL3)*n_lower); assert(lowerXYZ); REAL3* lowerNormal = (REAL3*) malloc(sizeof(REAL3) * n_lower); assert(lowerNormal); inEvalULine(n_upper, v_upper, upper_val, 1, upperXYZ, upperNormal); inEvalULine(n_lower, v_lower, lower_val, 1, lowerXYZ, lowerNormal); REAL* leftMostXYZ; REAL* leftMostNormal; /* *the algorithm works by scanning from left to right. *leftMostV: the left most of the remaining verteces (on both upper and lower). * it could an element of upperVerts or lowerVerts. *i: upperVerts[i] is the first vertex to the right of leftMostV on upper line *j: lowerVerts[j] is the first vertex to the right of leftMostV on lower line */ /*initialize i,j,and leftMostV */ if(upper_val[0] <= lower_val[0]) { i=1; j=0; leftMostV[0] = upper_val[0]; leftMostV[1] = v_upper; leftMostXYZ = upperXYZ[0]; leftMostNormal = upperNormal[0]; } else { i=0; j=1; leftMostV[0] = lower_val[0]; leftMostV[1] = v_lower; leftMostXYZ = lowerXYZ[0]; leftMostNormal = lowerNormal[0]; } /*the main loop. *the invariance is that: *at the beginning of each loop, the meaning of i,j,and leftMostV are *maintained */ while(1) { if(i >= n_upper) /*case1: no more in upper*/ { if(j= n_lower) /*case2: no more in lower*/ { if(i=i; k--) /*reverse order for two-side lighting*/ { glNormal3fv(upperNormal[k]); glVertex3fv(upperXYZ[k]); } endtfan(); } break; /*exit the main loop*/ } else /* case3: neither is empty, plus the leftMostV, there is at least one triangle to output*/ { if(upper_val[i] <= lower_val[j]) { bgntfan(); glNormal3fv(lowerNormal[j]); glVertex3fv(lowerXYZ[j]); /*find the last k>=i such that *upperverts[k][0] <= lowerverts[j][0] */ k=i; while(k lower_val[j]) break; k++; } k--; for(l=k; l>=i; l--)/*the reverse is for two-side lighting*/ { glNormal3fv(upperNormal[l]); glVertex3fv(upperXYZ[l]); } glNormal3fv(leftMostNormal); glVertex3fv(leftMostXYZ); endtfan(); /*update i and leftMostV for next loop */ i = k+1; leftMostV[0] = upper_val[k]; leftMostV[1] = v_upper; leftMostNormal = upperNormal[k]; leftMostXYZ = upperXYZ[k]; } else /*upperVerts[i][0] > lowerVerts[j][0]*/ { bgntfan(); glNormal3fv(upperNormal[i]); glVertex3fv(upperXYZ[i]); glNormal3fv(leftMostNormal); glVertex3fv(leftMostXYZ); /*find the last k>=j such that *lowerverts[k][0] < upperverts[i][0] */ k=j; while(k< n_lower) { if(lower_val[k] >= upper_val[i]) break; glNormal3fv(lowerNormal[k]); glVertex3fv(lowerXYZ[k]); k++; } endtfan(); /*update j and leftMostV for next loop */ j=k; leftMostV[0] = lower_val[j-1]; leftMostV[1] = v_lower; leftMostNormal = lowerNormal[j-1]; leftMostXYZ = lowerXYZ[j-1]; } } } //clean up free(upperXYZ); free(lowerXYZ); free(upperNormal); free(lowerNormal); } /*triangulate a strip bounded by two lines which are parallel to V-axis *leftVerts: the verteces on the left line *rightVertx: the verteces on the right line *n_left >=1 *n_right >=1 */ void OpenGLSurfaceEvaluator::inEvalVStrip(int n_left, REAL u_left, REAL* left_val, int n_right, REAL u_right, REAL* right_val) { int i,j,k,l; REAL botMostV[2]; typedef REAL REAL3[3]; REAL3* leftXYZ = (REAL3*) malloc(sizeof(REAL3)*n_left); assert(leftXYZ); REAL3* leftNormal = (REAL3*) malloc(sizeof(REAL3) * n_left); assert(leftNormal); REAL3* rightXYZ = (REAL3*) malloc(sizeof(REAL3)*n_right); assert(rightXYZ); REAL3* rightNormal = (REAL3*) malloc(sizeof(REAL3) * n_right); assert(rightNormal); inEvalVLine(n_left, u_left, left_val, 1, leftXYZ, leftNormal); inEvalVLine(n_right, u_right, right_val, 1, rightXYZ, rightNormal); REAL* botMostXYZ; REAL* botMostNormal; /* *the algorithm works by scanning from bot to top. *botMostV: the bot most of the remaining verteces (on both left and right). * it could an element of leftVerts or rightVerts. *i: leftVerts[i] is the first vertex to the top of botMostV on left line *j: rightVerts[j] is the first vertex to the top of botMostV on rightline */ /*initialize i,j,and botMostV */ if(left_val[0] <= right_val[0]) { i=1; j=0; botMostV[0] = u_left; botMostV[1] = left_val[0]; botMostXYZ = leftXYZ[0]; botMostNormal = leftNormal[0]; } else { i=0; j=1; botMostV[0] = u_right; botMostV[1] = right_val[0]; botMostXYZ = rightXYZ[0]; botMostNormal = rightNormal[0]; } /*the main loop. *the invariance is that: *at the beginning of each loop, the meaning of i,j,and botMostV are *maintained */ while(1) { if(i >= n_left) /*case1: no more in left*/ { if(j= n_right) /*case2: no more in right*/ { if(i=i; k--) /*reverse order for two-side lighting*/ { glNormal3fv(leftNormal[k]); glVertex3fv(leftXYZ[k]); } endtfan(); } break; /*exit the main loop*/ } else /* case3: neither is empty, plus the botMostV, there is at least one triangle to output*/ { if(left_val[i] <= right_val[j]) { bgntfan(); glNormal3fv(rightNormal[j]); glVertex3fv(rightXYZ[j]); /*find the last k>=i such that *leftverts[k][0] <= rightverts[j][0] */ k=i; while(k right_val[j]) break; k++; } k--; for(l=k; l>=i; l--)/*the reverse is for two-side lighting*/ { glNormal3fv(leftNormal[l]); glVertex3fv(leftXYZ[l]); } glNormal3fv(botMostNormal); glVertex3fv(botMostXYZ); endtfan(); /*update i and botMostV for next loop */ i = k+1; botMostV[0] = u_left; botMostV[1] = left_val[k]; botMostNormal = leftNormal[k]; botMostXYZ = leftXYZ[k]; } else /*left_val[i] > right_val[j])*/ { bgntfan(); glNormal3fv(leftNormal[i]); glVertex3fv(leftXYZ[i]); glNormal3fv(botMostNormal); glVertex3fv(botMostXYZ); /*find the last k>=j such that *rightverts[k][0] < leftverts[i][0] */ k=j; while(k< n_right) { if(right_val[k] >= left_val[i]) break; glNormal3fv(rightNormal[k]); glVertex3fv(rightXYZ[k]); k++; } endtfan(); /*update j and botMostV for next loop */ j=k; botMostV[0] = u_right; botMostV[1] = right_val[j-1]; botMostNormal = rightNormal[j-1]; botMostXYZ = rightXYZ[j-1]; } } } //clean up free(leftXYZ); free(leftXYZ); free(rightNormal); free(rightNormal); } /*-----------------------begin evalMachine-------------------*/ void OpenGLSurfaceEvaluator::inMap2fEM(int which, int k, REAL ulower, REAL uupper, int ustride, int uorder, REAL vlower, REAL vupper, int vstride, int vorder, REAL *ctlPoints) { int i,j,x; surfEvalMachine *temp_em; switch(which){ case 0: //vertex vertex_flag = 1; temp_em = &em_vertex; break; case 1: //normal normal_flag = 1; temp_em = &em_normal; break; case 2: //color color_flag = 1; temp_em = &em_color; break; default: texcoord_flag = 1; temp_em = &em_texcoord; break; } REAL *data = temp_em->ctlPoints; temp_em->uprime = -1;//initilized temp_em->vprime = -1; temp_em->k = k; temp_em->u1 = ulower; temp_em->u2 = uupper; temp_em->ustride = ustride; temp_em->uorder = uorder; temp_em->v1 = vlower; temp_em->v2 = vupper; temp_em->vstride = vstride; temp_em->vorder = vorder; /*copy the contrl points from ctlPoints to global_ev_ctlPoints*/ for (i=0; iu2 == em->u1) || (em->v2 == em->v1)) return; the_uprime = (u - em->u1) / (em->u2 - em->u1); the_vprime = (v - em->v1) / (em->v2 - em->v1); /* Compute coefficients for values and derivs */ /* Use already cached values if possible */ if(em->uprime != the_uprime) { inPreEvaluateWithDeriv(em->uorder, the_uprime, em->ucoeff, em->ucoeffDeriv); em->uprime = the_uprime; } if (em->vprime != the_vprime) { inPreEvaluateWithDeriv(em->vorder, the_vprime, em->vcoeff, em->vcoeffDeriv); em->vprime = the_vprime; } for (j = 0; j < em->k; j++) { data=em->ctlPoints+j; retPoint[j] = retdu[j] = retdv[j] = 0.0; for (row = 0; row < em->uorder; row++) { /* ** Minor optimization. ** The col == 0 part of the loop is extracted so we don't ** have to initialize p and pdv to 0. */ p = em->vcoeff[0] * (*data); pdv = em->vcoeffDeriv[0] * (*data); data += em->k; for (col = 1; col < em->vorder; col++) { /* Incrementally build up p, pdv value */ p += em->vcoeff[col] * (*data); pdv += em->vcoeffDeriv[col] * (*data); data += em->k; } /* Use p, pdv value to incrementally add up r, du, dv */ retPoint[j] += em->ucoeff[row] * p; retdu[j] += em->ucoeffDeriv[row] * p; retdv[j] += em->ucoeff[row] * pdv; } } } void OpenGLSurfaceEvaluator::inDoDomain2EM(surfEvalMachine *em, REAL u, REAL v, REAL *retPoint) { int j, row, col; REAL the_uprime; REAL the_vprime; REAL p; REAL *data; if((em->u2 == em->u1) || (em->v2 == em->v1)) return; the_uprime = (u - em->u1) / (em->u2 - em->u1); the_vprime = (v - em->v1) / (em->v2 - em->v1); /* Compute coefficients for values and derivs */ /* Use already cached values if possible */ if(em->uprime != the_uprime) { inPreEvaluate(em->uorder, the_uprime, em->ucoeff); em->uprime = the_uprime; } if (em->vprime != the_vprime) { inPreEvaluate(em->vorder, the_vprime, em->vcoeff); em->vprime = the_vprime; } for (j = 0; j < em->k; j++) { data=em->ctlPoints+j; retPoint[j] = 0.0; for (row = 0; row < em->uorder; row++) { /* ** Minor optimization. ** The col == 0 part of the loop is extracted so we don't ** have to initialize p and pdv to 0. */ p = em->vcoeff[0] * (*data); data += em->k; for (col = 1; col < em->vorder; col++) { /* Incrementally build up p, pdv value */ p += em->vcoeff[col] * (*data); data += em->k; } /* Use p, pdv value to incrementally add up r, du, dv */ retPoint[j] += em->ucoeff[row] * p; } } } void OpenGLSurfaceEvaluator::inDoEvalCoord2EM(REAL u, REAL v) { REAL temp_vertex[5]; REAL temp_normal[3]; REAL temp_color[4]; REAL temp_texcoord[4]; if(texcoord_flag) { inDoDomain2EM(&em_texcoord, u,v, temp_texcoord); texcoordCallBack(temp_texcoord, userData); } if(color_flag) { inDoDomain2EM(&em_color, u,v, temp_color); colorCallBack(temp_color, userData); } if(normal_flag) //there is a normla map { inDoDomain2EM(&em_normal, u,v, temp_normal); normalCallBack(temp_normal, userData); if(vertex_flag) { inDoDomain2EM(&em_vertex, u,v,temp_vertex); if(em_vertex.k == 4) { temp_vertex[0] /= temp_vertex[3]; temp_vertex[1] /= temp_vertex[3]; temp_vertex[2] /= temp_vertex[3]; } temp_vertex[3]=u; temp_vertex[4]=v; vertexCallBack(temp_vertex, userData); } } else if(auto_normal_flag) //no normal map but there is a normal callbackfunctin { REAL du[4]; REAL dv[4]; /*compute homegeneous point and partial derivatives*/ inDoDomain2WithDerivsEM(&em_vertex, u,v,temp_vertex,du,dv); if(em_vertex.k ==4) inComputeFirstPartials(temp_vertex, du, dv); #ifdef AVOID_ZERO_NORMAL if(myabs(dv[0]) <= MYZERO && myabs(dv[1]) <= MYZERO && myabs(dv[2]) <= MYZERO) { REAL tempdu[4]; REAL tempdata[4]; REAL u1 = em_vertex.u1; REAL u2 = em_vertex.u2; if(u-MYDELTA*(u2-u1) < u1) u = u+ MYDELTA*(u2-u1); else u = u-MYDELTA*(u2-u1); inDoDomain2WithDerivsEM(&em_vertex,u,v, tempdata, tempdu, dv); if(em_vertex.k ==4) inComputeFirstPartials(temp_vertex, du, dv); } else if(myabs(du[0]) <= MYZERO && myabs(du[1]) <= MYZERO && myabs(du[2]) <= MYZERO) { REAL tempdv[4]; REAL tempdata[4]; REAL v1 = em_vertex.v1; REAL v2 = em_vertex.v2; if(v-MYDELTA*(v2-v1) < v1) v = v+ MYDELTA*(v2-v1); else v = v-MYDELTA*(v2-v1); inDoDomain2WithDerivsEM(&em_vertex,u,v, tempdata, du, tempdv); if(em_vertex.k ==4) inComputeFirstPartials(temp_vertex, du, dv); } #endif /*compute normal*/ switch(em_vertex.k){ case 3: inComputeNormal2(du, dv, temp_normal); break; case 4: // inComputeFirstPartials(temp_vertex, du, dv); inComputeNormal2(du, dv, temp_normal); /*transform the homegeneous coordinate of retPoint into inhomogenous one*/ temp_vertex[0] /= temp_vertex[3]; temp_vertex[1] /= temp_vertex[3]; temp_vertex[2] /= temp_vertex[3]; break; } normalCallBack(temp_normal, userData); temp_vertex[3] = u; temp_vertex[4] = v; vertexCallBack(temp_vertex, userData); }/*end if auto_normal*/ else //no normal map, and no normal callback function { if(vertex_flag) { inDoDomain2EM(&em_vertex, u,v,temp_vertex); if(em_vertex.k == 4) { temp_vertex[0] /= temp_vertex[3]; temp_vertex[1] /= temp_vertex[3]; temp_vertex[2] /= temp_vertex[3]; } temp_vertex[3] = u; temp_vertex[4] = v; vertexCallBack(temp_vertex, userData); } } } void OpenGLSurfaceEvaluator::inBPMEvalEM(bezierPatchMesh* bpm) { int i,j,k; float u,v; int ustride; int vstride; #ifdef USE_LOD if(bpm->bpatch != NULL) { bezierPatch* p=bpm->bpatch; ustride = p->dimension * p->vorder; vstride = p->dimension; m_Self->GLMap2f( (p->dimension == 3)? GL_MAP2_VERTEX_3 : GL_MAP2_VERTEX_4, p->umin, p->umax, ustride, p->uorder, p->vmin, p->vmax, vstride, p->vorder, p->ctlpoints); /* inMap2fEM(0, p->dimension, p->umin, p->umax, ustride, p->uorder, p->vmin, p->vmax, vstride, p->vorder, p->ctlpoints); */ } #else if(bpm->bpatch != NULL){ bezierPatch* p = bpm->bpatch; ustride = p->dimension * p->vorder; vstride = p->dimension; inMap2fEM(0, p->dimension, p->umin, p->umax, ustride, p->uorder, p->vmin, p->vmax, vstride, p->vorder, p->ctlpoints); } if(bpm->bpatch_normal != NULL){ bezierPatch* p = bpm->bpatch_normal; ustride = p->dimension * p->vorder; vstride = p->dimension; inMap2fEM(1, p->dimension, p->umin, p->umax, ustride, p->uorder, p->vmin, p->vmax, vstride, p->vorder, p->ctlpoints); } if(bpm->bpatch_color != NULL){ bezierPatch* p = bpm->bpatch_color; ustride = p->dimension * p->vorder; vstride = p->dimension; inMap2fEM(2, p->dimension, p->umin, p->umax, ustride, p->uorder, p->vmin, p->vmax, vstride, p->vorder, p->ctlpoints); } if(bpm->bpatch_texcoord != NULL){ bezierPatch* p = bpm->bpatch_texcoord; ustride = p->dimension * p->vorder; vstride = p->dimension; inMap2fEM(3, p->dimension, p->umin, p->umax, ustride, p->uorder, p->vmin, p->vmax, vstride, p->vorder, p->ctlpoints); } #endif k=0; for(i=0; iindex_length_array; i++) { #ifdef USE_LOD if(bpm->type_array[i] == GL_POLYGON) //a mesh { GLfloat *temp = bpm->UVarray+k; GLfloat u0 = temp[0]; GLfloat v0 = temp[1]; GLfloat u1 = temp[2]; GLfloat v1 = temp[3]; GLint nu = (GLint) ( temp[4]); GLint nv = (GLint) ( temp[5]); GLint umin = (GLint) ( temp[6]); GLint vmin = (GLint) ( temp[7]); GLint umax = (GLint) ( temp[8]); GLint vmax = (GLint) ( temp[9]); m_Self->GLMapGrid2f(LOD_eval_level*nu, u0, u1, LOD_eval_level*nv, v0, v1); m_Self->GLEvalMesh2(GL_FILL, LOD_eval_level*umin, LOD_eval_level*umax, LOD_eval_level*vmin, LOD_eval_level*vmax); } else { LOD_eval(bpm->length_array[i], bpm->UVarray+k, bpm->type_array[i], 0 ); } k+= 2*bpm->length_array[i]; #else //undef USE_LOD #ifdef CRACK_TEST if( bpm->bpatch->umin == 2 && bpm->bpatch->umax == 3 && bpm->bpatch->vmin ==2 && bpm->bpatch->vmax == 3) { REAL vertex[4]; REAL normal[4]; #ifdef DEBUG printf("***number ****1\n"); #endif beginCallBack(GL_QUAD_STRIP, NULL); inDoEvalCoord2EM(3.0, 3.0); inDoEvalCoord2EM(2.0, 3.0); inDoEvalCoord2EM(3.0, 2.7); inDoEvalCoord2EM(2.0, 2.7); inDoEvalCoord2EM(3.0, 2.0); inDoEvalCoord2EM(2.0, 2.0); endCallBack(NULL); beginCallBack(GL_TRIANGLE_STRIP, NULL); inDoEvalCoord2EM(2.0, 3.0); inDoEvalCoord2EM(2.0, 2.0); inDoEvalCoord2EM(2.0, 2.7); endCallBack(NULL); } if( bpm->bpatch->umin == 1 && bpm->bpatch->umax == 2 && bpm->bpatch->vmin ==2 && bpm->bpatch->vmax == 3) { #ifdef DEBUG printf("***number 3\n"); #endif beginCallBack(GL_QUAD_STRIP, NULL); inDoEvalCoord2EM(2.0, 3.0); inDoEvalCoord2EM(1.0, 3.0); inDoEvalCoord2EM(2.0, 2.3); inDoEvalCoord2EM(1.0, 2.3); inDoEvalCoord2EM(2.0, 2.0); inDoEvalCoord2EM(1.0, 2.0); endCallBack(NULL); beginCallBack(GL_TRIANGLE_STRIP, NULL); inDoEvalCoord2EM(2.0, 2.3); inDoEvalCoord2EM(2.0, 2.0); inDoEvalCoord2EM(2.0, 3.0); endCallBack(NULL); } return; #endif //CRACK_TEST beginCallBack(bpm->type_array[i], userData); for(j=0; jlength_array[i]; j++) { u = bpm->UVarray[k]; v = bpm->UVarray[k+1]; #ifdef USE_LOD LOD_EVAL_COORD(u,v); // glEvalCoord2f(u,v); #else #ifdef GENERIC_TEST float temp_normal[3]; float temp_vertex[3]; if(temp_signal == 0) { gTessVertexSphere(u,v, temp_normal, temp_vertex); //printf("normal=(%f,%f,%f)\n", temp_normal[0], temp_normal[1], temp_normal[2])//printf("veretx=(%f,%f,%f)\n", temp_vertex[0], temp_vertex[1], temp_vertex[2]); normalCallBack(temp_normal, userData); vertexCallBack(temp_vertex, userData); } else if(temp_signal == 1) { gTessVertexCyl(u,v, temp_normal, temp_vertex); //printf("normal=(%f,%f,%f)\n", temp_normal[0], temp_normal[1], temp_normal[2])//printf("veretx=(%f,%f,%f)\n", temp_vertex[0], temp_vertex[1], temp_vertex[2]); normalCallBack(temp_normal, userData); vertexCallBack(temp_vertex, userData); } else #endif //GENERIC_TEST inDoEvalCoord2EM(u,v); #endif //USE_LOD k += 2; } endCallBack(userData); #endif //USE_LOD } } void OpenGLSurfaceEvaluator::inBPMListEvalEM(bezierPatchMesh* list) { bezierPatchMesh* temp; for(temp = list; temp != NULL; temp = temp->next) { inBPMEvalEM(temp); } }