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/* 
 * Copyright (c) 1993-1999, Silicon Graphics, Inc. 
 * ALL RIGHTS RESERVED  
 * Permission to use, copy, modify, and distribute this software for  
 * any purpose and without fee is hereby granted, provided that the above 
 * copyright notice appear in all copies and that both the copyright notice 
 * and this permission notice appear in supporting documentation, and that  
 * the name of Silicon Graphics, Inc. not be used in advertising 
 * or publicity pertaining to distribution of the software without specific, 
 * written prior permission.  
 * 
 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" 
 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, 
 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR 
 * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON 
 * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, 
 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY 
 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, 
 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF 
 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN 
 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON 
 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE 
 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. 
 *  
 * US Government Users Restricted Rights  
 * Use, duplication, or disclosure by the Government is subject to 
 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph 
 * (c)(1)(ii) of the Rights in Technical Data and Computer Software 
 * clause at DFARS 252.227-7013 and/or in similar or successor 
 * clauses in the FAR or the DOD or NASA FAR Supplement. 
 * Unpublished-- rights reserved under the copyright laws of the 
 * United States.  Contractor/manufacturer is Silicon Graphics, 
 * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311. 
 * 
 * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. 
 */ 
 
/* 
 *  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  
#include  
#include  
 
#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;   
}