Some more glu tess work

This commit is contained in:
codeanticode
2011-11-15 19:17:13 +00:00
parent 0caab6baf6
commit 3ea00070fb
2 changed files with 162 additions and 133 deletions
@@ -604,6 +604,7 @@ public class PGraphicsOpenGL extends PGraphics {
// INIT/ALLOCATE/FINISH
public PGraphicsOpenGL() {
glu = new GLU();
}
@@ -6427,12 +6428,9 @@ return width * (1 + ox) / 2.0f;
if (!hints[DISABLE_OPENGL_ERROR_REPORT]) {
int err = gl.glGetError();
if (err != 0) {
// TODO: error message without using GLU?
// Open Source re-implementation of gluErrorString here:
// http://code.google.com/p/glues/source/browse/trunk/glues/source/glues_error.c
//String errString = GLU.gluErrorString(err);
//String msg = "OpenGL error " + err + " at " + where + ": " + errString;
//PGraphics.showWarning(msg);
String errString = glu.gluErrorString(err);
String msg = "OpenGL error " + err + " at " + where + ": " + errString;
PGraphics.showWarning(msg);
}
}
}
@@ -226,6 +226,21 @@ public class PShape3D extends PShape {
pointShader.setup();
}
if (tobj == null) {
tobj = GLU.gluNewTess();
TessCallback tessCallback;
tessCallback = new TessCallback();
GLU.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, tessCallback);
GLU.gluTessCallback(tobj, GLU.GLU_TESS_END, tessCallback);
GLU.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, tessCallback);
GLU.gluTessCallback(tobj, GLU.GLU_TESS_COMBINE, tessCallback);
GLU.gluTessCallback(tobj, GLU.GLU_TESS_ERROR, tessCallback);
}
isSolid = true;
isClosed = true;
root = this;
parent = null;
updateElement = -1;
@@ -367,6 +382,10 @@ public class PShape3D extends PShape {
protected boolean modified;
protected int mi0, mi1;
// For polygons
protected boolean isSolid;
protected boolean isClosed;
protected boolean isStroked;
protected int strokeVertexCount;
@@ -412,6 +431,8 @@ public class PShape3D extends PShape {
public float[] pointAttributes;
static protected String strokeShaderVert =
"attribute vec4 attribs;\n" +
"uniform vec4 viewport;\n" +
@@ -463,20 +484,40 @@ public class PShape3D extends PShape {
static protected PShader strokeShader;
static protected PShader pointShader;
static protected GLUtessellator tobj;
protected void inputCheck() {
if (inVertexCount == inVertexTypes.length) {
int newSize = inVertexCount << 1; // newSize = 2 * inVertexCount
expandTypeData(newSize);
expandVertexData(newSize);
expandTCoordData(newSize);
expandNormalData(newSize);
expandColorData(newSize);
expandStrokeData(newSize);
expandInVertexType(newSize);
expandInVertex(newSize);
expandInTexCoord(newSize);
expandInNormal(newSize);
expandInColor(newSize);
expandInStroke(newSize);
}
}
protected void tessCheck() {
if (vertexCount == vertices.length / 3) {
int newSize = vertexCount << 1;
expandTessVertex(newSize);
expandTessTexCoord(newSize);
expandTessNormal(newSize);
expandTessColor(newSize);
/*
float temp[][] = new float[(vertexCount << 1)][VERTEX_FIELD_COUNT];
System.arraycopy(vertices, 0, temp, 0, vertexCount);
vertices = temp;
*/
}
}
protected void updateTesselation() {
if (root.isModified()) {
// Just re-creating everything.
// Later we can do something a little more
@@ -487,42 +528,63 @@ public class PShape3D extends PShape {
}
}
protected void expandTypeData(int n) {
protected void expandInVertexType(int n) {
int temp[] = new int[n];
System.arraycopy(inVertexTypes, 0, temp, 0, inVertexCount);
inVertexTypes = temp;
}
protected void expandVertexData(int n) {
protected void expandInVertex(int n) {
float temp[] = new float[3 * n];
System.arraycopy(inVertices, 0, temp, 0, 3 * inVertexCount);
inVertices = temp;
}
protected void expandTCoordData(int n) {
protected void expandInTexCoord(int n) {
float temp[] = new float[2 * n];
System.arraycopy(inTexCoords, 0, temp, 0, 2 * inVertexCount);
inTexCoords = temp;
}
protected void expandNormalData(int n) {
protected void expandInNormal(int n) {
float temp[] = new float[3 * n];
System.arraycopy(inNormals, 0, temp, 0, 3 * inVertexCount);
inNormals = temp;
}
protected void expandColorData(int n){
protected void expandInColor(int n){
float temp[] = new float[4 * n];
System.arraycopy(inColors, 0, temp, 0, 4 * inVertexCount);
inColors = temp;
}
void expandStrokeData(int n) {
protected void expandInStroke(int n) {
float temp[] = new float[5 * n];
System.arraycopy(inStroke, 0, temp, 0, 5 * inVertexCount);
inStroke = temp;
}
protected void expandTessVertex(int n) {
}
protected void expandTessTexCoord(int n) {
}
protected void expandTessNormal(int n) {
}
protected void expandTessColor(int n) {
}
// Explicitly set vertex connectivities
public void addTriangle(int i0, int i1, int i2) {
// blah blah blah
}
public void addVertex(float x, float y) {
addVertex(x, y, 0, 0, 0);
}
@@ -607,13 +669,13 @@ public class PShape3D extends PShape {
currentStroke[4] = w;
}
public void setClosed() {
public void setSolid(boolean solid) {
isSolid = solid;
}
public void setOpen() {
}
public void setClosed(boolean closed) {
isClosed = closed;
}
// Will be renamed to getVertex later (now conflicting with old API).
public PVector getPVertex(int i) {
@@ -697,7 +759,7 @@ public class PShape3D extends PShape {
}
// The huber-tessellator is here. It will be called automatically when
// The huber-tessellator is here. Called automatically when
// rendering the shape.
protected void tessellate() {
@@ -1288,124 +1350,97 @@ public class PShape3D extends PShape {
}
protected void tessellatePolygon() {
//GLU glu = ogl.glu;
GLUtessellator tobj;
tobj = GLU.gluNewTess();
TessCallback tessCallback;
tessCallback = new TessCallback();
GLU.gluTessCallback(tobj, GLU.GLU_TESS_BEGIN, tessCallback);
GLU.gluTessCallback(tobj, GLU.GLU_TESS_END, tessCallback);
GLU.gluTessCallback(tobj, GLU.GLU_TESS_VERTEX, tessCallback);
GLU.gluTessCallback(tobj, GLU.GLU_TESS_COMBINE, tessCallback);
GLU.gluTessCallback(tobj, GLU.GLU_TESS_ERROR, tessCallback);
float coords[] = new float[6];
vertexCount = 0;
GLU.gluTessBeginPolygon(tobj, null);
if (isSolid) {
// Using ODD winding rule to generate polygon with holes.
GLU.gluTessProperty(tobj, GLU.GLU_TESS_WINDING_RULE, GLU.GLU_TESS_WINDING_ODD);
} else {
// Using NONZERO winding rule for solid polygons.
GLU.gluTessProperty(tobj, GLU.GLU_TESS_WINDING_RULE, GLU.GLU_TESS_WINDING_NONZERO);
}
GLU.gluTessBeginContour(tobj);
// Set winding rule (?)
//int rule = iter.getWindingRule();
//switch(rule) {
//case PathIterator.WIND_EVEN_ODD:
// glu.gluTessProperty(tobj, GLU.GLU_TESS_WINDING_RULE, GLU.GLU_TESS_WINDING_ODD);
// break;
//case PathIterator.WIND_NON_ZERO:
// glu.gluTessProperty(tobj, GLU.GLU_TESS_WINDING_RULE, GLU.GLU_TESS_WINDING_NONZERO);
// break;
//}
// Now, iterate over all input coords and sent to GLU tessellator..
// Now, iterate over all input data and send to GLU tessellator..
for (int i = 0; i < inVertexCount; i++) {
// "unfortunately the tesselator won't work properly unless a
// new array of doubles is allocated for each point. that bites ass,
// but also just reaffirms that in order to make things fast,
// display lists will be the way to go." -- Ben Fry :)
double[] vertex = new double[] { inVertices[3 * i + 0], inVertices[3 * i + 1], inVertices[3 * i + 2] };
double[] vertex = new double[] { inVertices[3 * i + 0], inVertices[3 * i + 1], inVertices[3 * i + 2],
inColors[4 * i + 0], inColors[4 * i + 1], inColors[4 * i + 2], inColors[4 * i + 3],
inNormals[3 * i + 0], inNormals[3 * i + 1], inNormals[3 * i + 2],
inTexCoords[2 * i + 0], inTexCoords[2 * i + 1] };
GLU.gluTessVertex(tobj, vertex, 0, vertex);
//GLU.gluTessNormal(tobj, inNormals[3 * i + 0], inNormals[3 * i + 1], inNormals[3 * i + 2] );
//GLU.gluTessProperty(arg0, arg1, arg2);
}
GLU.gluTessEndContour(tobj);
GLU.gluTessEndPolygon(tobj);
GLU.gluTessEndPolygon(tobj);
firstVertex = 0;
lastVertex = vertexCount - 1;
}
public class TessInfo {
public int tessShape;
public int tessCount;
public float[] tessPoints;
public TessInfo() {
// tessShape = shape;
tessCount = vertexCount;
tessPoints = new float[vertexCount * 2];
for (int i = 0; i < vertexCount; i++) {
// tessPoints[i*2 + 0] = vertices[i][X];
// tessPoints[i*2 + 1] = vertices[i][Y];
}
}
}
public ArrayList<TessInfo> tessInfo = new ArrayList<TessInfo>();
public boolean tessInfoEnabled = false;
public void tessInfoReset() {
tessInfo.clear();
}
public class TessCallback extends GLUtessellatorCallbackAdapter {
protected class TessCallback extends GLUtessellatorCallbackAdapter {
public void begin(int type) {
switch (type) {
case GL.GL_TRIANGLE_FAN: beginShape(TRIANGLE_FAN); break;
case GL.GL_TRIANGLE_STRIP: beginShape(TRIANGLE_STRIP); break;
case GL.GL_TRIANGLES: beginShape(TRIANGLES); break;
case GL.GL_TRIANGLE_FAN:
beginShape(TRIANGLE_FAN);
break;
case GL.GL_TRIANGLE_STRIP:
beginShape(TRIANGLE_STRIP);
break;
case GL.GL_TRIANGLES:
beginShape(TRIANGLES);
break;
}
}
public void end() {
if (tessInfoEnabled) {
tessInfo.add(new TessInfo());
}
//gl.glEnd();
endShape();
}
/*
public void edge(boolean e) {
PGraphicsOpenGL.this.edge(e);
}
*/
public void vertex(Object data) {
if (data instanceof double[]) {
double[] d = (double[]) data;
if (d.length != 3) {
if (d.length < 12) {
throw new RuntimeException("TessCallback vertex() data " +
"isn't length 3");
"isn't length 12");
}
//PGraphicsOpenGL.this.vertex((float) d[0], (float) d[1], (float) d[2]);
tessCheck();
// vertex coordinates
vertices[3 * vertexCount + 0] = (float) d[0];
vertices[3 * vertexCount + 1] = (float) d[1];
vertices[3 * vertexCount + 2] = (float) d[2];
// vertex color
float r = (float) d[3];
float g = (float) d[4];
float b = (float) d[5];
float a = (float) d[6];
// vertex normal
float nx = (float) d[7];
float ny = (float) d[8];
float nz = (float) d[9];
// texture coordinates
float s = (float) d[10];
float t = (float) d[11];
vertexCount++;
} else {
throw new RuntimeException("TessCallback vertex() data not understood");
}
}
public void error(int errnum) {
//String estring = glu.gluErrorString(errnum);
//PGraphics.showWarning("Tessellation Error: " + estring);
String estring = ogl.glu.gluErrorString(errnum);
PGraphics.showWarning("Tessellation Error: " + estring);
}
@@ -1424,35 +1459,31 @@ public class PShape3D extends PShape {
*/
public void combine(double[] coords, Object[] data,
float[] weight, Object[] outData) {
//System.out.println("coords.length = " + coords.length);
//System.out.println("data.length = " + data.length);
//System.out.println("weight.length = " + weight.length);
//for (int i = 0; i < data.length; i++) {
//System.out.println(i + " " + data[i].getClass().getName() + " " + weight[i]);
//}
double[] vertex = new double[coords.length];
vertex[0] = coords[0];
vertex[1] = coords[1];
vertex[2] = coords[2];
//System.out.println("combine " +
// vertex[0] + " " + vertex[1] + " " + vertex[2]);
// this is just 3, so nothing interesting to bother combining
//System.out.println("data length " + ((double[]) data[0]).length);
// not gonna bother doing any combining,
// since no user data is being passed in.
/*
for (int i = 3; i < 6; i++) {
vertex[i] =
weight[0] * ((double[]) data[0])[i] +
weight[1] * ((double[]) data[1])[i] +
weight[2] * ((double[]) data[2])[i] +
weight[3] * ((double[]) data[3])[i];
double[] vert0 = (double[])data[0];
double[] vert1 = (double[])data[1];
double[] vert2 = (double[])data[2];
double[] vert3 = (double[])data[3];
for (int i = 3; i < 12; i++) {
vertex[i] = weight[0] * vert0[i] +
weight[1] * vert1[i] +
weight[2] * vert2[i] +
weight[3] * vert3[i];
}
*/
outData[0] = vertex;
// Normalizing normal vector, since the weighted
// combination of normal vectors is not necessarily
// normal.
double sum = vertex[7] * vertex[7] + vertex[8] * vertex[8] + vertex[9] * vertex[9];
double len = Math.sqrt(sum);
vertex[7] /= len;
vertex[8] /= len;
vertex[9] /= len;
}
}
@@ -2650,7 +2681,7 @@ public class PShape3D extends PShape {
// load/update/set/get methods
public void loadVertices() {
tessCheck();
updateTesselation();
getGl().glBindBuffer(GL.GL_ARRAY_BUFFER, root.glVertexBufferID);
FloatBuffer mbuf = getGl().glMapBuffer(GL.GL_ARRAY_BUFFER, GL.GL_WRITE_ONLY).asFloatBuffer();
@@ -2689,7 +2720,7 @@ public class PShape3D extends PShape {
public void loadStrokeVertices() {
tessCheck();
updateTesselation();
if (!isStroked) return;
@@ -4776,7 +4807,7 @@ public class PShape3D extends PShape {
public void draw(PGraphics g) {
if (visible) {
tessCheck();
updateTesselation();
if (matrix != null) {
g.pushMatrix();