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