/* * Copyright (c) 1993-1997, 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 adverti(float)Math.sing * 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 52.227f.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227f-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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* * tess.c * This program demonstrates polygon tessellation. * Two tesselated objects are drawn. The first is a * rectangle with a triangular hole. The second is a * smooth shaded, self-intersecting star. * * Note the exterior rectangle is drawn with its vertices * in counter-clockwise order, but its interior clockwise. * Note the combineCallback is needed for the self-intersecting * star. Also note that removing the TessProperty for the * star will make the interior unshaded (WINDING_ODD). */ import gl4java.utils.glut.*; import gl4java.utils.glut.fonts.*; import gl4java.*; import gl4java.awt.*; import gl4java.swing.*; import java.applet.*; import java.awt.*; import java.awt.Dimension; import java.awt.event.*; import java.lang.*; import java.util.*; public class TessJPanel extends GLJPanel { public static double rect[/*4*/][/*3*/] = {{50.0, 50.0, 0.0}, {200.0, 50.0, 0.0}, {200.0, 200.0f, 0.0}, {50.0, 200.0, 0.0}}; public static double tri[/*3*/][/*3*/] = {{75.0, 75.0, 0.0}, {125.0, 175.0, 0.0}, {175.0, 75.0, 0.0}}; public static double star[/*5*/][/*6*/] = {{250.0, 50.0, 0.0, 1.0, 0.0, 1.0}, {325.0, 200.0, 0.0, 1.0, 1.0, 0.0}, {400.0, 50.0, 0.0, 0.0, 1.0, 1.0}, {250.0, 150.0, 0.0, 1.0, 0.0, 0.0}, {400.0, 150.0, 0.0, 0.0, 1.0, 0.0}}; protected GLUTFunc glut = null; int startList=-1; boolean exit = false; public TessJPanel() { super(); } public void init() { int i; glut = new GLUTFuncLightImplWithFonts(gl, glu); long tobj; gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); startList = gl.glGenLists(2); tobj = glu.gluNewTess(); glu.gluTessCallback ( tobj, GLU_TESS_VERTEX, gl, "glVertex3dv", "([D)V", 3, 0, 0, 0, 0); glu.gluTessCallback ( tobj, GLU_TESS_BEGIN, this, "beginCallback", "(I)V", 0, 0, 0, 0, 0); glu.gluTessCallback ( tobj, GLU_TESS_END, this, "endCallback", "()V", 0, 0, 0, 0, 0); glu.gluTessCallback ( tobj, GLU_TESS_ERROR, this, "errorCallback", "(I)V", 0, 0, 0, 0, 0); /* rectangle with triangular hole inside */ gl.glNewList(startList, GL_COMPILE); gl.glShadeModel(GL_FLAT); glu.gluTessBeginPolygon(tobj, (double[])null); glu.gluTessBeginContour(tobj); glu.gluTessVertex(tobj, rect[0], rect[0]); glu.gluTessVertex(tobj, rect[1], rect[1]); glu.gluTessVertex(tobj, rect[2], rect[2]); glu.gluTessVertex(tobj, rect[3], rect[3]); glu.gluTessEndContour(tobj); glu.gluTessBeginContour(tobj); glu.gluTessVertex(tobj, tri[0], tri[0]); glu.gluTessVertex(tobj, tri[1], tri[1]); glu.gluTessVertex(tobj, tri[2], tri[2]); glu.gluTessEndContour(tobj); glu.gluTessEndPolygon(tobj); gl.glEndList(); glu.gluTessCallback ( tobj, GLU_TESS_VERTEX, this, "vertexCallback", "([D)V", 6, 0, 0, 0, 0); glu.gluTessCallback ( tobj, GLU_TESS_BEGIN, this, "beginCallback", "(I)V", 0, 0, 0, 0, 0); glu.gluTessCallback ( tobj, GLU_TESS_END, this, "endCallback", "()V", 0, 0, 0, 0, 0); glu.gluTessCallback ( tobj, GLU_TESS_ERROR, this, "errorCallback", "(I)V", 0, 0, 0, 0, 0); glu.gluTessCallback ( tobj, GLU_TESS_COMBINE, this, "combineCallback", "([D[D[F[D)V", 3, 4*6, 4, 6, 0); /* smooth shaded, self-intersecting star */ gl.glNewList(startList + 1, GL_COMPILE); gl.glShadeModel(GL_SMOOTH); glu.gluTessProperty(tobj, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE); glu.gluTessBeginPolygon(tobj, (double[])null); glu.gluTessBeginContour(tobj); glu.gluTessVertex(tobj, star[0], star[0]); glu.gluTessVertex(tobj, star[1], star[1]); glu.gluTessVertex(tobj, star[2], star[2]); glu.gluTessVertex(tobj, star[3], star[3]); glu.gluTessVertex(tobj, star[4], star[4]); glu.gluTessEndContour(tobj); glu.gluTessEndPolygon(tobj); gl.glEndList(); glu.gluDeleteTess(tobj); reshape(getSize().width, getSize().height); glj.gljCheckGL(); } public void display() { if(exit) return; gl.glClear(GL_COLOR_BUFFER_BIT); gl.glColor3f(1.0f, 1.0f, 1.0f); gl.glCallList(startList); gl.glCallList(startList + 1); } public void beginCallback(int which) { gl.glBegin(which); } public void errorCallback(int errorCode) { String str; gl.glColor3f( 0.9f, 0.9f, 0.9f ); gl.glRasterPos2i( 5, 5 ); str = glu.gluErrorString( errorCode ); glut.glutBitmapString(glut.GLUT_BITMAP_9_BY_15, str); exit = true; } public void endCallback() { gl.glEnd(); } public void vertexCallback(double[/*6*/] vertex) { double[] col = new double[3]; System.arraycopy(vertex, 3, col, 0, 3); gl.glColor3dv(col); gl.glVertex3dv(vertex); } /* 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. In this program, color is weighted. */ public void combineCallback(double coords[/*3*/], double vertex_data[/*4x6*/], float weight[/*4*/], double[/*6*/] dataOut ) { int i; dataOut[0] = coords[0]; dataOut[1] = coords[1]; dataOut[2] = coords[2]; for (i = 3; i < 6; i++) dataOut[i] = weight[0] * vertex_data[0*6+i] + weight[1] * vertex_data[1*6+i] + weight[2] * vertex_data[2*6+i] + weight[3] * vertex_data[3*6+i]; } public void reshape(int w, int h) { gl.glViewport( 0, 0, w, h ); gl.glMatrixMode( GL_PROJECTION ); gl.glLoadIdentity(); // // draw this upside down, because of // the reversed swing orientation // glu.gluOrtho2D(0.0f, (double) w, (double) h, 0.0f); } }