/*
* 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.
*
*/
/*
* 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;
}