Tizen 2.0 Release
[profile/ivi/osmesa.git] / src / glu / sgi / libnurbs / interface / glsurfeval.cc
1 /*
2 ** License Applicability. Except to the extent portions of this file are
3 ** made subject to an alternative license as permitted in the SGI Free
4 ** Software License B, Version 1.1 (the "License"), the contents of this
5 ** file are subject only to the provisions of the License. You may not use
6 ** this file except in compliance with the License. You may obtain a copy
7 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
8 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
9 **
10 ** http://oss.sgi.com/projects/FreeB
11 **
12 ** Note that, as provided in the License, the Software is distributed on an
13 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
14 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
15 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
16 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
17 **
18 ** Original Code. The Original Code is: OpenGL Sample Implementation,
19 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
20 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
21 ** Copyright in any portions created by third parties is as indicated
22 ** elsewhere herein. All Rights Reserved.
23 **
24 ** Additional Notice Provisions: The application programming interfaces
25 ** established by SGI in conjunction with the Original Code are The
26 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
27 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
28 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
29 ** Window System(R) (Version 1.3), released October 19, 1998. This software
30 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation
31 ** published by SGI, but has not been independently verified as being
32 ** compliant with the OpenGL(R) version 1.2.1 Specification.
33 */
34
35 /*
36  * glsurfeval.c++
37  *
38  */
39
40 /* Polynomial Evaluator Interface */
41 #include "gluos.h"
42 #include <stdio.h>
43 #include "glimports.h"
44 #include "glrenderer.h"
45 #include "glsurfeval.h"
46 #include "nurbsconsts.h"
47 #include "bezierPatchMesh.h"
48
49
50 //extern int surfcount;
51 //int surfcount=0;
52
53 /*#define USE_INTERNAL_EVAL*/ //use internal evaluator
54
55 /*whether do evaluation or not*/
56 /*#define NO_EVALUATION*/
57
58 //#define USE_LOD //for LOD test, have to turn on USE_LOD in insurfeval.c++ too
59
60 /*for statistics*/
61 //#define STATISTICS
62 #ifdef STATISTICS
63 static int STAT_num_of_triangles=0;
64 static int STAT_num_of_eval_vertices=0;
65 static int STAT_num_of_quad_strips=0;
66 #endif
67
68 /*for output triangles*/
69 /*#define OUTPUT_TRIANGLES*/
70
71
72 /*#define FOR_CHRIS*/
73 #ifdef FOR_CHRIS
74 extern "C"  {  void                evalUStripExt(int n_upper, REAL v_upper, REAL* upper_val,
75                                    int n_lower, REAL v_lower, REAL* lower_val);}
76
77 extern "C" {   void                evalVStripExt(int n_left, REAL u_left, REAL* left_val,
78                                    int n_right, REAL u_right, REAL* right_val);
79              }
80 #endif
81
82
83 /**************begin for LOD_eval_list***********/
84 void OpenGLSurfaceEvaluator::LOD_eval_list(int level)
85 {
86   if(level == 0)
87     LOD_eval_level = 1;
88   else if(level == 1)
89     LOD_eval_level = 2;
90   else if(level == 2)
91     LOD_eval_level = 4;
92   else
93     LOD_eval_level = 8;
94
95   inBPMListEvalEM(global_bpm);
96 }
97
98
99 OpenGLSurfaceEvaluator::OpenGLSurfaceEvaluator()
100 {
101     int i;
102
103     for (i=0; i<VERTEX_CACHE_SIZE; i++) {
104         vertexCache[i] = new StoredVertex;
105     }
106     tmeshing = 0;
107     which = 0;
108     vcount = 0;
109
110     global_uorder = 0;
111     global_vorder = 0;
112     global_uprime = -1.0;
113     global_vprime = -1.0;
114     global_vprime_BV = -1.0;
115     global_uprime_BU = -1.0;
116     global_uorder_BU = 0;
117     global_vorder_BU = 0;
118     global_uorder_BV = 0;
119     global_vorder_BV = 0;
120     global_baseData = NULL;
121         
122     global_bpm = NULL;
123     output_triangles = 0; //don't output triangles by default
124
125     //no default callback functions
126     beginCallBackN = NULL;
127     endCallBackN = NULL;
128     vertexCallBackN = NULL;
129     normalCallBackN = NULL;
130     colorCallBackN = NULL;
131     texcoordCallBackN = NULL;
132     beginCallBackData = NULL;
133     endCallBackData = NULL;
134     vertexCallBackData = NULL;
135     normalCallBackData = NULL;
136     colorCallBackData = NULL;
137     texcoordCallBackData = NULL;
138
139     userData = NULL;
140
141     auto_normal_flag = 0;
142     callback_auto_normal = 0; //default of GLU_CALLBACK_AUTO_NORMAL is 0
143     vertex_flag = 0;
144     normal_flag = 0;
145     color_flag = 0;
146     texcoord_flag = 0;
147
148     em_vertex.uprime = -1.0;
149     em_vertex.vprime = -1.0;
150     em_normal.uprime = -1.0;
151     em_normal.vprime = -1.0;
152     em_color.uprime = -1.0;
153     em_color.vprime = -1.0;
154     em_texcoord.uprime = -1.0;
155     em_texcoord.vprime = -1.0;
156
157 #ifdef USE_LOD
158     LOD_eval_level = 1;
159 #endif
160 }
161
162 OpenGLSurfaceEvaluator::~OpenGLSurfaceEvaluator()
163 {
164    for (int ii= 0; ii< VERTEX_CACHE_SIZE; ii++) {
165       delete vertexCache[ii];
166       vertexCache[ii]= 0;
167    }
168 }
169
170 /*---------------------------------------------------------------------------
171  * disable - turn off a map
172  *---------------------------------------------------------------------------
173  */
174 void
175 OpenGLSurfaceEvaluator::disable(long type)
176 {
177     glDisable((GLenum) type);
178 }
179
180 /*---------------------------------------------------------------------------
181  * enable - turn on a map
182  *---------------------------------------------------------------------------
183  */
184 void
185 OpenGLSurfaceEvaluator::enable(long type)
186 {
187     glEnable((GLenum) type);
188 }
189
190 /*-------------------------------------------------------------------------
191  * mapgrid2f - define a lattice of points with origin and offset
192  *-------------------------------------------------------------------------
193  */
194 void
195 OpenGLSurfaceEvaluator::mapgrid2f(long nu, REAL u0, REAL u1, long nv, REAL v0, REAL v1)
196 {
197 #ifdef USE_INTERNAL_EVAL
198   inMapGrid2f((int) nu, (REAL) u0, (REAL) u1, (int) nv,
199               (REAL) v0, (REAL) v1);
200 #else
201
202   if(output_triangles)  
203     {
204       global_grid_u0 = u0;
205       global_grid_u1 = u1;
206       global_grid_nu = nu;
207       global_grid_v0 = v0;
208       global_grid_v1 = v1;
209       global_grid_nv = nv;
210     }
211   else
212     glMapGrid2d((GLint) nu, (GLdouble) u0, (GLdouble) u1, (GLint) nv,
213             (GLdouble) v0, (GLdouble) v1);
214
215 #endif
216 }
217
218 void
219 OpenGLSurfaceEvaluator::polymode(long style)
220 {
221   if(! output_triangles)
222     {
223       switch(style) {
224       default:
225       case N_MESHFILL:
226         
227         glPolygonMode((GLenum) GL_FRONT_AND_BACK, (GLenum) GL_FILL);
228         break;
229       case N_MESHLINE:
230         glPolygonMode((GLenum) GL_FRONT_AND_BACK, (GLenum) GL_LINE);
231         break;
232       case N_MESHPOINT:
233         glPolygonMode((GLenum) GL_FRONT_AND_BACK, (GLenum) GL_POINT);
234         break;
235       }
236     }
237 }
238
239 void
240 OpenGLSurfaceEvaluator::bgnline(void)
241 {
242   if(output_triangles)
243     bezierPatchMeshBeginStrip(global_bpm, GL_LINE_STRIP);
244   else
245     glBegin((GLenum) GL_LINE_STRIP);
246 }
247
248 void
249 OpenGLSurfaceEvaluator::endline(void)
250 {
251   if(output_triangles)
252     bezierPatchMeshEndStrip(global_bpm);
253   else
254     glEnd();
255 }
256
257 void
258 OpenGLSurfaceEvaluator::range2f(long type, REAL *from, REAL *to)
259 {
260 }
261
262 void
263 OpenGLSurfaceEvaluator::domain2f(REAL ulo, REAL uhi, REAL vlo, REAL vhi)
264 {
265 }
266
267 void
268 OpenGLSurfaceEvaluator::bgnclosedline(void)
269 {
270   if(output_triangles)
271     bezierPatchMeshBeginStrip(global_bpm, GL_LINE_LOOP);
272   else
273     glBegin((GLenum) GL_LINE_LOOP);
274 }
275
276 void
277 OpenGLSurfaceEvaluator::endclosedline(void)
278 {
279   if(output_triangles)
280     bezierPatchMeshEndStrip(global_bpm);
281   else
282     glEnd();
283 }
284
285
286
287
288
289 void
290 OpenGLSurfaceEvaluator::bgntmesh(void)
291 {
292
293     tmeshing = 1;
294     which = 0;
295     vcount = 0;
296
297     if(output_triangles)
298       bezierPatchMeshBeginStrip(global_bpm, GL_TRIANGLES);
299     else
300       glBegin((GLenum) GL_TRIANGLES);
301
302 }
303
304 void
305 OpenGLSurfaceEvaluator::swaptmesh(void)
306 {
307     which = 1 - which;
308
309 }
310
311 void
312 OpenGLSurfaceEvaluator::endtmesh(void)
313 {
314     tmeshing = 0;
315
316
317     if(output_triangles)
318       bezierPatchMeshEndStrip(global_bpm);
319     else
320       glEnd();
321 }
322
323 void
324 OpenGLSurfaceEvaluator::bgntfan(void)
325 {
326
327   if(output_triangles)
328     bezierPatchMeshBeginStrip(global_bpm, GL_TRIANGLE_FAN);
329   else
330     glBegin((GLenum) GL_TRIANGLE_FAN);
331
332 }
333 void
334 OpenGLSurfaceEvaluator::endtfan(void)
335 {
336   if(output_triangles)
337         bezierPatchMeshEndStrip(global_bpm);
338   else
339     glEnd();
340 }
341
342 void
343 OpenGLSurfaceEvaluator::evalUStrip(int n_upper, REAL v_upper, REAL* upper_val, int n_lower, REAL v_lower, REAL* lower_val)
344 {
345 #ifdef USE_INTERNAL_EVAL
346   inEvalUStrip(n_upper, v_upper, upper_val,
347         n_lower, v_lower, lower_val);
348 #else
349
350 #ifdef FOR_CHRIS
351   evalUStripExt(n_upper, v_upper, upper_val,
352                  n_lower, v_lower, lower_val);
353   return;
354
355 #endif
356   int i,j,k,l;
357   REAL leftMostV[2];
358
359   /*
360    *the algorithm works by scanning from left to right.
361    *leftMostV: the left most of the remaining verteces (on both upper and lower).
362    *           it could an element of upperVerts or lowerVerts.
363    *i: upperVerts[i] is the first vertex to the right of leftMostV on upper line
364    *j: lowerVerts[j] is the first vertex to the right of leftMostV on lower line
365    */
366
367   /*initialize i,j,and leftMostV
368    */
369   if(upper_val[0] <= lower_val[0])
370     {
371       i=1;
372       j=0;
373
374       leftMostV[0] = upper_val[0];
375       leftMostV[1] = v_upper;
376     }
377   else
378     {
379       i=0;
380       j=1;
381
382       leftMostV[0] = lower_val[0];
383       leftMostV[1] = v_lower;
384
385     }
386
387   /*the main loop.
388    *the invariance is that:
389    *at the beginning of each loop, the meaning of i,j,and leftMostV are
390    *maintained
391    */
392   while(1)
393     {
394       if(i >= n_upper) /*case1: no more in upper*/
395         {
396           if(j<n_lower-1) /*at least two vertices in lower*/
397             {
398               bgntfan();
399               coord2f(leftMostV[0], leftMostV[1]);
400 //            glNormal3fv(leftMostNormal);
401 //              glVertex3fv(leftMostXYZ);
402
403               while(j<n_lower){
404                 coord2f(lower_val[j], v_lower);
405 //              glNormal3fv(lowerNormal[j]);
406 //              glVertex3fv(lowerXYZ[j]);
407                 j++;
408
409               }
410               endtfan();
411             }
412           break; /*exit the main loop*/
413         }
414       else if(j>= n_lower) /*case2: no more in lower*/
415         {
416           if(i<n_upper-1) /*at least two vertices in upper*/
417             {
418               bgntfan();
419               coord2f(leftMostV[0], leftMostV[1]);
420 //            glNormal3fv(leftMostNormal);
421 //            glVertex3fv(leftMostXYZ);
422         
423               for(k=n_upper-1; k>=i; k--) /*reverse order for two-side lighting*/
424                 {
425                   coord2f(upper_val[k], v_upper);
426 //                glNormal3fv(upperNormal[k]);
427 //                glVertex3fv(upperXYZ[k]);
428                 }
429
430               endtfan();
431             }
432           break; /*exit the main loop*/
433         }
434       else /* case3: neither is empty, plus the leftMostV, there is at least one triangle to output*/
435         {
436           if(upper_val[i] <= lower_val[j])
437             {
438               bgntfan();
439               coord2f(lower_val[j], v_lower);
440 //            glNormal3fv(lowerNormal[j]);
441 //            glVertex3fv(lowerXYZ[j]);
442
443               /*find the last k>=i such that
444                *upperverts[k][0] <= lowerverts[j][0]
445                */
446               k=i;
447
448               while(k<n_upper)
449                 {
450                   if(upper_val[k] > lower_val[j])
451                     break;
452                   k++;
453
454                 }
455               k--;
456
457
458               for(l=k; l>=i; l--)/*the reverse is for two-side lighting*/
459                 {
460                   coord2f(upper_val[l], v_upper);
461 //                glNormal3fv(upperNormal[l]);
462 //                glVertex3fv(upperXYZ[l]);
463
464                 }
465               coord2f(leftMostV[0], leftMostV[1]);
466 //            glNormal3fv(leftMostNormal);
467 //            glVertex3fv(leftMostXYZ);
468
469               endtfan();
470
471               /*update i and leftMostV for next loop
472                */
473               i = k+1;
474
475               leftMostV[0] = upper_val[k];
476               leftMostV[1] = v_upper;
477 //            leftMostNormal = upperNormal[k];
478 //            leftMostXYZ = upperXYZ[k];
479             }
480           else /*upperVerts[i][0] > lowerVerts[j][0]*/
481             {
482               bgntfan();
483               coord2f(upper_val[i], v_upper);
484 //            glNormal3fv(upperNormal[i]);
485 //            glVertex3fv(upperXYZ[i]);
486         
487               coord2f(leftMostV[0], leftMostV[1]);
488 //              glNormal3fv(leftMostNormal);
489 //            glVertex3fv(leftMostXYZ);
490         
491
492               /*find the last k>=j such that
493                *lowerverts[k][0] < upperverts[i][0]
494                */
495               k=j;
496               while(k< n_lower)
497                 {
498                   if(lower_val[k] >= upper_val[i])
499                     break;
500                   coord2f(lower_val[k], v_lower);
501 //                glNormal3fv(lowerNormal[k]);
502 //                glVertex3fv(lowerXYZ[k]);
503
504                   k++;
505                 }
506               endtfan();
507
508               /*update j and leftMostV for next loop
509                */
510               j=k;
511               leftMostV[0] = lower_val[j-1];
512               leftMostV[1] = v_lower;
513
514 //            leftMostNormal = lowerNormal[j-1];
515 //            leftMostXYZ = lowerXYZ[j-1];
516             }
517         }
518     }
519   //clean up
520 //  free(upperXYZ);
521 //  free(lowerXYZ);
522 //  free(upperNormal);
523 //  free(lowerNormal);
524 #endif
525
526 }
527
528
529 void
530 OpenGLSurfaceEvaluator::evalVStrip(int n_left, REAL u_left, REAL* left_val, int n_right, REAL u_right, REAL* right_val)
531 {
532 #ifdef USE_INTERNAL_EVAL
533         inEvalVStrip(n_left, u_left, left_val,
534         n_right, u_right, right_val);
535 #else
536
537 #ifdef FOR_CHRIS
538         evalVStripExt(n_left, u_left, left_val,
539                       n_right, u_right, right_val);
540         return;
541
542 #endif
543
544   int i,j,k,l;
545   REAL botMostV[2];
546   /*
547    *the algorithm works by scanning from bot to top.
548    *botMostV: the bot most of the remaining verteces (on both left and right).
549    *           it could an element of leftVerts or rightVerts.
550    *i: leftVerts[i] is the first vertex to the top of botMostV on left line
551    *j: rightVerts[j] is the first vertex to the top of botMostV on rightline
552    */
553
554   /*initialize i,j,and botMostV
555    */
556   if(left_val[0] <= right_val[0])
557     {
558       i=1;
559       j=0;
560
561       botMostV[0] = u_left;
562       botMostV[1] = left_val[0];
563     }
564   else
565     {
566       i=0;
567       j=1;
568
569       botMostV[0] = u_right;
570       botMostV[1] = right_val[0];
571     }
572
573   /*the main loop.
574    *the invariance is that:
575    *at the beginning of each loop, the meaning of i,j,and botMostV are
576    *maintained
577    */
578   while(1)
579     {
580       if(i >= n_left) /*case1: no more in left*/
581         {
582           if(j<n_right-1) /*at least two vertices in right*/
583             {
584               bgntfan();
585               coord2f(botMostV[0], botMostV[1]);
586               while(j<n_right){
587                 coord2f(u_right, right_val[j]);
588 //              glNormal3fv(rightNormal[j]);
589 //              glVertex3fv(rightXYZ[j]);
590                 j++;
591
592               }
593               endtfan();
594             }
595           break; /*exit the main loop*/
596         }
597       else if(j>= n_right) /*case2: no more in right*/
598         {
599           if(i<n_left-1) /*at least two vertices in left*/
600             {
601               bgntfan();
602               coord2f(botMostV[0], botMostV[1]);
603 //            glNormal3fv(botMostNormal);
604 //            glVertex3fv(botMostXYZ);
605         
606               for(k=n_left-1; k>=i; k--) /*reverse order for two-side lighting*/
607                 {
608                   coord2f(u_left, left_val[k]);
609 //                glNormal3fv(leftNormal[k]);
610 //                glVertex3fv(leftXYZ[k]);
611                 }
612
613               endtfan();
614             }
615           break; /*exit the main loop*/
616         }
617       else /* case3: neither is empty, plus the botMostV, there is at least one triangle to output*/
618         {
619           if(left_val[i] <= right_val[j])
620             {
621               bgntfan();
622               coord2f(u_right, right_val[j]);
623 //            glNormal3fv(rightNormal[j]);
624 //            glVertex3fv(rightXYZ[j]);
625
626               /*find the last k>=i such that
627                *leftverts[k][0] <= rightverts[j][0]
628                */
629               k=i;
630
631               while(k<n_left)
632                 {
633                   if(left_val[k] > right_val[j])
634                     break;
635                   k++;
636
637                 }
638               k--;
639
640
641               for(l=k; l>=i; l--)/*the reverse is for two-side lighting*/
642                 {
643                   coord2f(u_left, left_val[l]);
644 //                glNormal3fv(leftNormal[l]);
645 //                glVertex3fv(leftXYZ[l]);
646
647                 }
648               coord2f(botMostV[0], botMostV[1]);
649 //            glNormal3fv(botMostNormal);
650 //            glVertex3fv(botMostXYZ);
651
652               endtfan();
653
654               /*update i and botMostV for next loop
655                */
656               i = k+1;
657
658               botMostV[0] = u_left;
659               botMostV[1] = left_val[k];
660 //            botMostNormal = leftNormal[k];
661 //            botMostXYZ = leftXYZ[k];
662             }
663           else /*left_val[i] > right_val[j])*/
664             {
665               bgntfan();
666               coord2f(u_left, left_val[i]);
667 //            glNormal3fv(leftNormal[i]);
668 //            glVertex3fv(leftXYZ[i]);
669         
670               coord2f(botMostV[0], botMostV[1]);
671 //            glNormal3fv(botMostNormal);
672 //            glVertex3fv(botMostXYZ);
673         
674
675               /*find the last k>=j such that
676                *rightverts[k][0] < leftverts[i][0]
677                */
678               k=j;
679               while(k< n_right)
680                 {
681                   if(right_val[k] >= left_val[i])
682                     break;
683                   coord2f(u_right, right_val[k]);
684 //                glNormal3fv(rightNormal[k]);
685 //                glVertex3fv(rightXYZ[k]);
686
687                   k++;
688                 }
689               endtfan();
690
691               /*update j and botMostV for next loop
692                */
693               j=k;
694               botMostV[0] = u_right;
695               botMostV[1] = right_val[j-1];
696
697 //            botMostNormal = rightNormal[j-1];
698 //            botMostXYZ = rightXYZ[j-1];
699             }
700         }
701     }
702   //clean up
703 //  free(leftXYZ);
704 //  free(leftNormal);
705 //  free(rightXYZ);
706 //  free(rightNormal);
707 #endif
708 }
709
710
711 void
712 OpenGLSurfaceEvaluator::bgnqstrip(void)
713 {
714   if(output_triangles)
715     bezierPatchMeshBeginStrip(global_bpm, GL_QUAD_STRIP);
716   else
717     glBegin((GLenum) GL_QUAD_STRIP);
718
719 #ifdef STATISTICS
720         STAT_num_of_quad_strips++;
721 #endif
722 }
723
724 void
725 OpenGLSurfaceEvaluator::endqstrip(void)
726 {
727   if(output_triangles)
728     bezierPatchMeshEndStrip(global_bpm);
729   else
730     glEnd();
731
732 }
733
734 /*-------------------------------------------------------------------------
735  * bgnmap2f - preamble to surface definition and evaluations
736  *-------------------------------------------------------------------------
737  */
738 void
739 OpenGLSurfaceEvaluator::bgnmap2f(long)
740 {
741   if(output_triangles)
742     {
743       /*deallocate the space which may has been
744        *allocated by global_bpm previously
745        */
746       if(global_bpm != NULL) {
747         bezierPatchMeshListDelete(global_bpm);
748         global_bpm = NULL;
749       }
750
751
752       /*
753         auto_normal_flag = 1; //always output normal in callback mode.
754                               //we could have used the following code,
755                               //but Inspector doesn't have gl context
756                               //before it calls tessellator.
757                               //this way is temporary.
758         */
759       //NEWCALLBACK
760       //if one of the two normal callback functions are set,
761       //then set
762       if(normalCallBackN != NULL ||
763          normalCallBackData != NULL)
764         auto_normal_flag = 1;
765       else
766         auto_normal_flag = 0;
767
768       //initialize so that no maps initially
769       vertex_flag = 0;
770       normal_flag = 0;
771       color_flag = 0;
772       texcoord_flag = 0;
773
774       /*
775       if(glIsEnabled(GL_AUTO_NORMAL) == GL_TRUE)
776         auto_normal_flag = 1;
777       else if (callback_auto_normal == 1)
778         auto_normal_flag = 1;
779       else
780         auto_normal_flag = 0;
781         */
782           glPushAttrib((GLbitfield) GL_EVAL_BIT);
783
784     }
785   else
786     {
787       glPushAttrib((GLbitfield) GL_EVAL_BIT);
788
789       /*to avoid side effect, we restor the opengl state for GL_POLYGON_MODE
790        */       
791       glGetIntegerv(GL_POLYGON_MODE, gl_polygon_mode);
792     }
793
794 }
795
796 /*-------------------------------------------------------------------------
797  * endmap2f - postamble to a map
798  *-------------------------------------------------------------------------
799  */
800 void
801 OpenGLSurfaceEvaluator::endmap2f(void)
802 {
803
804   if(output_triangles)
805     {
806       //bezierPatchMeshListDelDeg(global_bpm);
807
808       //    bezierPatchMeshListEval(global_bpm);
809
810       //surfcount++;
811       //printf("surfcount=%i\n", surfcount);
812       //if(surfcount == 8) exit(0);
813
814       inBPMListEvalEM(global_bpm);
815
816
817
818 /*
819     global_bpm = bezierPatchMeshListReverse(global_bpm);
820     {
821       float *vertex_array;
822       float *normal_array;
823       int *length_array;
824       int *type_array;
825       int num_strips;
826       bezierPatchMeshListCollect(global_bpm, &vertex_array, &normal_array, &length_array, &type_array, &num_strips);
827       drawStrips(vertex_array, normal_array, length_array, type_array, num_strips);
828       free(vertex_array);
829       free(normal_array);
830       free(length_array);
831       free(type_array);
832     }
833 */
834
835     //bezierPatchMeshListPrint(global_bpm);
836     //bezierPatchMeshListDraw(global_bpm);
837
838 //        printf("num triangles=%i\n", bezierPatchMeshListNumTriangles(global_bpm));
839
840 #ifdef USE_LOD
841 #else
842     bezierPatchMeshListDelete(global_bpm);
843     global_bpm = NULL;
844 #endif
845         glPopAttrib();
846   }
847 else
848   {
849 #ifndef USE_LOD
850     glPopAttrib();
851 #endif
852
853 #ifdef STATISTICS
854     fprintf(stderr, "num_vertices=%i,num_triangles=%i,num_quads_strips=%i\n", STAT_num_of_eval_vertices,STAT_num_of_triangles,STAT_num_of_quad_strips);
855 #endif
856
857     /*to restore the gl_polygon_mode
858      */
859 #ifndef USE_LOD
860     glPolygonMode( GL_FRONT, (GLenum) gl_polygon_mode[0]);
861     glPolygonMode( GL_BACK,  (GLenum) gl_polygon_mode[1]);
862 #endif
863 }
864
865 }
866
867 /*-------------------------------------------------------------------------
868  * map2f - pass a desription of a surface map
869  *-------------------------------------------------------------------------
870  */
871 void
872 OpenGLSurfaceEvaluator::map2f(
873     long _type,
874     REAL _ulower,       /* u lower domain coord         */
875     REAL _uupper,       /* u upper domain coord         */
876     long _ustride,      /* interpoint distance          */
877     long _uorder,       /* parametric order             */
878     REAL _vlower,       /* v lower domain coord         */
879     REAL _vupper,       /* v upper domain coord         */
880     long _vstride,      /* interpoint distance          */
881     long _vorder,       /* parametric order             */
882     REAL *pts)  /* control points               */
883 {
884 #ifdef USE_INTERNAL_EVAL
885    inMap2f((int) _type, (REAL) _ulower, (REAL) _uupper,
886             (int) _ustride, (int) _uorder, (REAL) _vlower,
887             (REAL) _vupper, (int) _vstride, (int) _vorder,
888             (REAL *) pts);
889 #else
890
891
892
893    if(output_triangles)
894      {
895        if(global_bpm == NULL)
896          global_bpm = bezierPatchMeshMake2(10,10);
897        if(
898           (global_bpm->bpatch == NULL &&
899           (_type == GL_MAP2_VERTEX_3 || _type == GL_MAP2_VERTEX_4))
900           ||
901           (global_bpm->bpatch_normal == NULL &&
902            (_type == GL_MAP2_NORMAL))
903           ||
904           (global_bpm->bpatch_color == NULL &&
905            (_type == GL_MAP2_INDEX || _type == GL_MAP2_COLOR_4))
906           ||
907           (global_bpm->bpatch_texcoord == NULL &&
908            (_type == GL_MAP2_TEXTURE_COORD_1 ||
909             _type == GL_MAP2_TEXTURE_COORD_2 ||
910             _type == GL_MAP2_TEXTURE_COORD_3 ||
911             _type == GL_MAP2_TEXTURE_COORD_4 )
912            ))
913          {
914            bezierPatchMeshPutPatch(global_bpm, (int) _type, _ulower, _uupper,(int)  _ustride,(int) _uorder,_vlower, _vupper, (int) _vstride, (int) _vorder, pts);
915          }
916        else /*new surface patch (with multiple maps) starts*/
917          {
918            bezierPatchMesh *temp = bezierPatchMeshMake2(10,10);
919            bezierPatchMeshPutPatch(temp, (int) _type, _ulower, _uupper,(int)  _ustride,(int) _uorder,_vlower, _vupper, (int) _vstride, (int) _vorder, pts);
920            global_bpm = bezierPatchMeshListInsert(global_bpm, temp);
921
922            /*
923            global_bpm = bezierPatchMeshListInsert(global_bpm,
924                                                   bezierPatchMeshMake(
925                                                                       (int) _type, _ulower, _uupper,(int)  _ustride, (int) _uorder, _vlower, _vupper, (int) _vstride, (int) _vorder, pts, 10, 10));
926            */
927          }
928      }
929    else /*not output triangles*/
930      {
931        glMap2f((GLenum) _type, (GLfloat) _ulower, (GLfloat) _uupper,
932                (GLint) _ustride, (GLint) _uorder, (GLfloat) _vlower,
933                (GLfloat) _vupper, (GLint) _vstride, (GLint) _vorder,
934                (const GLfloat *) pts);
935      }
936
937 #endif
938 }
939
940
941 /*-------------------------------------------------------------------------
942  * mapmesh2f - evaluate a mesh of points on lattice
943  *-------------------------------------------------------------------------
944  */
945 void
946 OpenGLSurfaceEvaluator::mapmesh2f(long style, long umin, long umax, long vmin, long vmax)
947 {
948 #ifdef NO_EVALUATION
949 return;
950 #endif
951
952 #ifdef USE_INTERNAL_EVAL
953     inEvalMesh2((int)umin, (int)vmin, (int)umax, (int)vmax);
954 #else
955
956
957
958 if(output_triangles)
959 {
960 #ifdef USE_LOD
961   bezierPatchMeshBeginStrip(global_bpm, GL_POLYGON);
962   bezierPatchMeshInsertUV(global_bpm, global_grid_u0, global_grid_v0);
963   bezierPatchMeshInsertUV(global_bpm, global_grid_u1, global_grid_v1);
964   bezierPatchMeshInsertUV(global_bpm, (REAL)global_grid_nu, (REAL)global_grid_nv);
965   bezierPatchMeshInsertUV(global_bpm, (REAL)umin, (REAL)vmin);
966   bezierPatchMeshInsertUV(global_bpm, (REAL)umax, (REAL)vmax);
967   bezierPatchMeshEndStrip(global_bpm);
968
969 #else
970
971   REAL du, dv;
972   long i,j;
973   if(global_grid_nu == 0 || global_grid_nv == 0)
974     return; /*no points need to be output*/
975   du = (global_grid_u1 - global_grid_u0) / (REAL)global_grid_nu;
976   dv = (global_grid_v1 - global_grid_v0) / (REAL)global_grid_nv;
977
978   if(global_grid_nu >= global_grid_nv){
979
980     for(i=umin; i<umax; i++){
981       REAL u1 = (i==global_grid_nu)? global_grid_u1:(global_grid_u0 + i*du);
982       REAL u2 = ((i+1) == global_grid_nu)? global_grid_u1: (global_grid_u0+(i+1)*du);
983
984       bgnqstrip();
985       for(j=vmax; j>=vmin; j--){
986         REAL v1 = (j == global_grid_nv)? global_grid_v1: (global_grid_v0 +j*dv);
987         
988         coord2f(u1, v1);
989         coord2f(u2, v1);
990       }
991       endqstrip();
992     }
993   }
994   else{
995
996     for(i=vmin; i<vmax; i++){
997       REAL v1 = (i==global_grid_nv)? global_grid_v1:(global_grid_v0 + i*dv);
998       REAL v2 = ((i+1) == global_grid_nv)? global_grid_v1: (global_grid_v0+(i+1)*dv);
999
1000       bgnqstrip();
1001       for(j=umax; j>=umin; j--){
1002         REAL u1 = (j == global_grid_nu)? global_grid_u1: (global_grid_u0 +j*du);        
1003         coord2f(u1, v2);
1004         coord2f(u1, v1);
1005       }
1006       endqstrip();
1007     }
1008   }
1009 #endif
1010 }
1011 else
1012 {
1013     switch(style) {
1014     default:
1015     case N_MESHFILL:
1016         glEvalMesh2((GLenum) GL_FILL, (GLint) umin, (GLint) umax,
1017                 (GLint) vmin, (GLint) vmax);
1018         break;
1019     case N_MESHLINE:
1020         glEvalMesh2((GLenum) GL_LINE, (GLint) umin, (GLint) umax,
1021                 (GLint) vmin, (GLint) vmax);
1022         break;
1023     case N_MESHPOINT:
1024         glEvalMesh2((GLenum) GL_POINT, (GLint) umin, (GLint) umax,
1025                 (GLint) vmin, (GLint) vmax);
1026         break;
1027     }
1028   }
1029
1030 #endif
1031
1032 #ifdef STATISTICS
1033         STAT_num_of_quad_strips += (umax-umin)*(vmax-vmin);
1034 #endif
1035 }
1036
1037 /*-------------------------------------------------------------------------
1038  * evalcoord2f - evaluate a point on a surface
1039  *-------------------------------------------------------------------------
1040  */
1041 void
1042 OpenGLSurfaceEvaluator::evalcoord2f(long, REAL u, REAL v)
1043 {
1044
1045
1046 #ifdef NO_EVALUATION
1047 return;
1048 #endif
1049
1050
1051     newtmeshvert(u, v);
1052 }
1053
1054 /*-------------------------------------------------------------------------
1055  * evalpoint2i - evaluate a grid point
1056  *-------------------------------------------------------------------------
1057  */
1058 void
1059 OpenGLSurfaceEvaluator::evalpoint2i(long u, long v)
1060 {
1061 #ifdef NO_EVALUATION
1062 return;
1063 #endif
1064
1065     newtmeshvert(u, v);
1066 }
1067
1068 void
1069 OpenGLSurfaceEvaluator::point2i( long u, long v )
1070 {
1071 #ifdef NO_EVALUATION
1072 return;
1073 #else
1074
1075 #ifdef USE_INTERNAL_EVAL
1076     inEvalPoint2( (int)u,  (int)v);
1077 #else
1078
1079
1080 if(output_triangles)
1081 {
1082
1083   REAL du, dv;
1084   REAL fu,fv;
1085   du = (global_grid_u1 - global_grid_u0) / (REAL)global_grid_nu;
1086   dv = (global_grid_v1 - global_grid_v0) / (REAL)global_grid_nv;
1087   fu = (u==global_grid_nu)? global_grid_u1:(global_grid_u0 + u*du);
1088   fv = (v == global_grid_nv)? global_grid_v1: (global_grid_v0 +v*dv);
1089   coord2f(fu,fv);
1090 }
1091 else
1092     glEvalPoint2((GLint) u, (GLint) v);
1093
1094
1095 #endif
1096
1097 #ifdef STATISTICS
1098   STAT_num_of_eval_vertices++;
1099 #endif
1100
1101 #endif
1102
1103 }
1104
1105 void
1106 OpenGLSurfaceEvaluator::coord2f( REAL u, REAL v )
1107 {
1108 #ifdef NO_EVALUATION
1109 return;
1110 #else
1111
1112 #ifdef USE_INTERNAL_EVAL
1113     inEvalCoord2f( u, v);
1114 #else
1115
1116
1117 if(output_triangles)
1118     bezierPatchMeshInsertUV(global_bpm, u,v);
1119 else
1120     glEvalCoord2f((GLfloat) u, (GLfloat) v);
1121
1122
1123 #endif
1124
1125
1126 #ifdef STATISTICS
1127   STAT_num_of_eval_vertices++;
1128 #endif
1129
1130 #endif
1131 }
1132
1133 void
1134 OpenGLSurfaceEvaluator::newtmeshvert( long u, long v )
1135 {
1136 #ifdef NO_EVALUATION
1137 return;
1138 #else
1139
1140     if (tmeshing) {
1141
1142         if (vcount == 2) {
1143             vertexCache[0]->invoke(this);
1144             vertexCache[1]->invoke(this);
1145             point2i( u,  v);
1146
1147         } else {
1148             vcount++;
1149         }
1150
1151         vertexCache[which]->saveEvalPoint(u, v);
1152         which = 1 - which;
1153     } else {
1154         point2i( u,  v);
1155     }
1156 #endif
1157 }
1158
1159 void
1160 OpenGLSurfaceEvaluator::newtmeshvert( REAL u, REAL v )
1161 {
1162 #ifdef NO_EVALUATION
1163 return;
1164 #else
1165     if (tmeshing) {
1166
1167
1168         if (vcount == 2) {
1169             vertexCache[0]->invoke(this);
1170             vertexCache[1]->invoke(this);
1171             coord2f(u,v);
1172
1173         } else {
1174             vcount++;
1175         }
1176
1177         vertexCache[which]->saveEvalCoord(u, v);
1178         which = 1 - which;
1179     } else {
1180
1181         coord2f( u,  v);
1182     }
1183 #endif
1184
1185 }
1186
1187 #ifdef _WIN32
1188 void OpenGLSurfaceEvaluator::putCallBack(GLenum which, void (GLAPIENTRY *fn)() )
1189 #else
1190 void OpenGLSurfaceEvaluator::putCallBack(GLenum which, _GLUfuncptr fn )
1191 #endif
1192 {
1193   switch(which)
1194     {
1195     case GLU_NURBS_BEGIN:
1196       beginCallBackN = (void (GLAPIENTRY *) (GLenum)) fn;
1197       break;
1198     case GLU_NURBS_END:
1199       endCallBackN = (void (GLAPIENTRY *) (void)) fn;
1200       break;
1201     case GLU_NURBS_VERTEX:
1202       vertexCallBackN = (void (GLAPIENTRY *) (const GLfloat*)) fn;
1203       break;
1204     case GLU_NURBS_NORMAL:
1205       normalCallBackN = (void (GLAPIENTRY *) (const GLfloat*)) fn;
1206       break;
1207     case GLU_NURBS_COLOR:
1208       colorCallBackN = (void (GLAPIENTRY *) (const GLfloat*)) fn;
1209       break;
1210     case GLU_NURBS_TEXTURE_COORD:
1211       texcoordCallBackN = (void (GLAPIENTRY *) (const GLfloat*)) fn;
1212       break;
1213     case GLU_NURBS_BEGIN_DATA:
1214       beginCallBackData = (void (GLAPIENTRY *) (GLenum, void*)) fn;
1215       break;
1216     case GLU_NURBS_END_DATA:
1217       endCallBackData = (void (GLAPIENTRY *) (void*)) fn;
1218       break;
1219     case GLU_NURBS_VERTEX_DATA:
1220       vertexCallBackData = (void (GLAPIENTRY *) (const GLfloat*, void*)) fn;
1221       break;
1222     case GLU_NURBS_NORMAL_DATA:
1223       normalCallBackData = (void (GLAPIENTRY *) (const GLfloat*, void*)) fn;
1224       break;
1225     case GLU_NURBS_COLOR_DATA:
1226       colorCallBackData = (void (GLAPIENTRY *) (const GLfloat*, void*)) fn;
1227       break;
1228     case GLU_NURBS_TEXTURE_COORD_DATA:
1229       texcoordCallBackData = (void (GLAPIENTRY *) (const GLfloat*, void*)) fn;
1230       break;
1231
1232     }
1233 }
1234
1235
1236 void
1237 OpenGLSurfaceEvaluator::beginCallBack(GLenum which, void *data)
1238 {
1239   if(beginCallBackData)
1240     beginCallBackData(which, data);
1241   else if(beginCallBackN)
1242     beginCallBackN(which);
1243 }
1244
1245 void
1246 OpenGLSurfaceEvaluator::endCallBack(void *data)
1247 {
1248   if(endCallBackData)
1249     endCallBackData(data);
1250   else if(endCallBackN)
1251     endCallBackN();
1252 }
1253
1254 void
1255 OpenGLSurfaceEvaluator::vertexCallBack(const GLfloat *vert, void* data)
1256 {
1257   if(vertexCallBackData)
1258     vertexCallBackData(vert, data);
1259   else if(vertexCallBackN)
1260     vertexCallBackN(vert);
1261 }
1262
1263
1264 void
1265 OpenGLSurfaceEvaluator::normalCallBack(const GLfloat *normal, void* data)
1266 {
1267   if(normalCallBackData)
1268     normalCallBackData(normal, data);
1269   else if(normalCallBackN)
1270     normalCallBackN(normal);
1271 }
1272
1273 void
1274 OpenGLSurfaceEvaluator::colorCallBack(const GLfloat *color, void* data)
1275 {
1276   if(colorCallBackData)
1277     colorCallBackData(color, data);
1278   else if(colorCallBackN)
1279     colorCallBackN(color);
1280 }
1281
1282 void
1283 OpenGLSurfaceEvaluator::texcoordCallBack(const GLfloat *texcoord, void* data)
1284 {
1285   if(texcoordCallBackData)
1286     texcoordCallBackData(texcoord, data);
1287   else if(texcoordCallBackN)
1288     texcoordCallBackN(texcoord);
1289 }
1290
1291
1292
1293