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tessellation.pl
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#!/usr/bin/perl
=head1 NAME
tessellation.pl - Show workings of perl based tessellation
=head1 SOURCE
general ideas taken from:
http://glprogramming.com/red/chapter11.html
=head1 AUTHOR
Paul Seamons
=cut
use OpenGL qw(:all);
use strict;
use warnings;
print "Starting $0\n";
my $color_toggle = 1;
my $edge_toggle = 1;
my $solid_toggle = 1;
my $antialias_toggle = 1;
my $defaults_toggle = 0;
my $opaque_toggle = 'off';
my $opaque_cycle = 0;
my ($w, $h) = (800, 600);
main();
exit;
sub main {
glutInit();
glutInitWindowSize($w, $h);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("Tessellation");
glClearColor (0.0, 0.0, 0.0, 0.0);
init();
glutDisplayFunc(\&render_scene);
glutKeyboardFunc(sub {
if ($_[0] == 27 || $_[0] == ord('q')) {
exit;
} elsif ($_[0] == ord('e')) {
$edge_toggle = ($edge_toggle) ? 0 : 1;
} elsif ($_[0] == ord('a')) {
$antialias_toggle = ($antialias_toggle) ? 0 : 1;
} elsif ($_[0] == ord('s')) {
$solid_toggle = ($solid_toggle) ? 0 : 1;
} elsif ($_[0] == ord('d')) {
$defaults_toggle = ($defaults_toggle) ? 0 : 1;
} elsif ($_[0] == ord('o')) {
$opaque_toggle = ($opaque_toggle eq 'off') ? 'polygon_data' : ($opaque_toggle eq 'polygon_data') ? 'vertex_data' : 'off';
} elsif ($_[0] == ord('y')) {
$opaque_cycle++;
} else {
$color_toggle = ($color_toggle) ? 0 : 1;
}
render_scene();
});
print "'q' - Quit
'e' - Toggle edge flags (show triangles)
's' - Toggle solid (polygon vs lines)
'a' - Toggle anti-alias lines
'd' - Toggle perl callbacks vs default c implemented callbacks
'c' - Toggle color (perl callbacks only)
'o' - Toggle opaque data passing (off, polygon_data, vertex_data) (perl callbacks only)
'y' - Cycle the type of opaque data passed (perl callbacks only)
";
glutMainLoop();
}
sub init {
glViewport(0,0, $w,$h);
glMatrixMode(GL_PROJECTION());
glLoadIdentity();
if ( @_ ) {
gluPerspective(45.0,4/3,0.1,100.0);
} else {
glFrustum(-0.1,0.1,-0.075,0.075,0.175,100.0);
}
glMatrixMode(GL_MODELVIEW());
glLoadIdentity();
}
sub render_scene {
glClear (GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0, 0, -6);
print "Callbacks: ".($defaults_toggle ? "c based" : ' perl')
.", Solid: ".($solid_toggle ? ' on' : 'off')
.", EdgeFlags: " .($edge_toggle ? ' on' : 'off')
.", Color: " .($color_toggle ? ' on' : 'off')
.", Anti-alias: " .($antialias_toggle ? ' on' : 'off')
.", Opaque: $opaque_toggle"
."\n";
my $tess = gluNewTess('do_color');
my %opaque_printed;
# ideally - these would be loaded into a call list - but this is just a sampling
if ($defaults_toggle) {
gluTessCallback($tess, GLU_TESS_BEGIN(), 'DEFAULT');
gluTessCallback($tess, GLU_TESS_ERROR(), 'DEFAULT');
gluTessCallback($tess, GLU_TESS_END(), 'DEFAULT');
gluTessCallback($tess, GLU_TESS_VERTEX(), 'DEFAULT');
gluTessCallback($tess, GLU_TESS_EDGE_FLAG(), 'DEFAULT') if $edge_toggle;
gluTessCallback($tess, GLU_TESS_COMBINE(), 'DEFAULT');
} else {
gluTessCallback($tess, GLU_TESS_BEGIN(), sub { glBegin(shift) });
gluTessCallback($tess, GLU_TESS_ERROR(), sub { my $errno = shift; my $err = gluErrorString($errno); print "got an error ($errno - $err)\n" });
gluTessCallback($tess, GLU_TESS_END(), sub { glEnd(); });
gluTessCallback($tess, GLU_TESS_EDGE_FLAG(), sub { glEdgeFlag(shift) }) if $edge_toggle;
my $type = ($opaque_toggle eq 'vertex_data') ? GLU_TESS_VERTEX() : GLU_TESS_VERTEX_DATA();
gluTessCallback($tess, $type, sub {
my ($x, $y, $z, $r, $g, $b, $a, $opaque) = @_;
glColor4f($r, $g, $b, $a) if $color_toggle;
glVertex3f($x, $y, $z);
# the following is only a test of passing opaque polygon data or vertex data
if ($opaque) {
my $ref = ref($opaque) || 'SCALAR';
my $pv = ($ref eq 'CODE') ? $opaque->()
: ($ref eq 'ARRAY') ? $opaque->[0]
: ($ref eq 'HASH') ? $opaque->{'key'}
: ($opaque =~ /^\d+$/) ? do { $ref = 'SCALAR NUM'; chr($opaque) }
: $opaque;
my $str = "Vertices were passed ".($pv eq 'p' ? 'polygon' : $pv eq 'v' ? 'vertex' : "other ($pv)")." data of type $ref\n";
print $str if ! $opaque_printed{$str}++;
print "We received a non-vertex data type ($pv $ref)\n" if $opaque_toggle eq 'vertex_data' && $pv ne 'v';
}
});
gluTessCallback($tess, GLU_TESS_COMBINE(), sub {
my ($x, $y, $z,
$v0, $v1, $v2, $v3,
$w0, $w1, $w2, $w3,
$polygon_data) = @_; # polygon data is passed to COMBINE in addition to COMBINE_DATA
# GLU_TESS_COMBINE and GLU_TESS_COMBINE_DATA call the same code so polygon data is always passed
# When GLU_TESS_VERTEX is used, the two-four opaque elements passed to gluTessVertex are passed as the final element of each vector data
# In the GLU_TESS_VERTEX case an 8th return parameter can then be returned which can be any perl variable,
# which is then eventually passed as the data to the GLU_TESS_VERTEX callback.
return (
$x, $y, $z,
$w0*$v0->[3] + $w1*$v1->[3] + $w2*$v2->[3] + $w3*$v3->[3],
$w0*$v0->[4] + $w1*$v1->[4] + $w2*$v2->[4] + $w3*$v3->[4],
$w0*$v0->[5] + $w1*$v1->[5] + $w2*$v2->[5] + $w3*$v3->[5],
$w0*$v0->[6] + $w1*$v1->[6] + $w2*$v2->[6] + $w3*$v3->[6],
((@$v0 == 8 || @$v0 == 11) ? ($v0->[7] || $v1->[7] || $v2->[7] || $v3->[7]) : ()), # if we received vertex data - return some for the new vertex
);
});
}
glPolygonMode(GL_FRONT_AND_BACK, $solid_toggle ? GL_FILL : GL_LINE);
glEnable (GL_BLEND);
if ($antialias_toggle) {
glEnable (GL_LINE_SMOOTH);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glHint (GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
} else {
glDisable(GL_LINE_SMOOTH);
}
glColor3f(1,1,1);
# triangle
glPushMatrix();
glTranslatef(-2.2, 1.2, 0);
glScalef(.9, .9, 0);
my $tri1 = [[0,1,0, 1,0,0,1], [-1,-1,0, 0,1,0,1], [1,-1,0, 0,0,1,1]];
gluTessBeginPolygon($tess);
gluTessBeginContour($tess);
for my $q (@$tri1) {
gluTessVertex_p($tess, @$q);
}
gluTessEndContour($tess);
gluTessEndPolygon($tess);
glPopMatrix();
# square
glPushMatrix();
glTranslatef(0, 1.2, 0);
glScalef(.9, .9, 0);
my $quad0 = [[-1,1,0, 1,0,0,1], [1,1,0, 0,1,0,1], [1,-1,0, 0,0,1,1], [-1,-1,0, 1,1,0,1]];
$quad0 = [reverse @$quad0];
gluTessBeginPolygon($tess);
gluTessBeginContour($tess);
for my $q (@$quad0) {
gluTessVertex_p($tess, @$q);
}
gluTessEndContour($tess);
glColor3f(1,1,1);
gluTessEndPolygon($tess);
glPopMatrix();
# pontiac
glPushMatrix();
glTranslatef(2.2, .1, 0);
glScalef(.7, .7, 0);
my $quad1 = [[-1,3,0, 1,0,0,1], [0,0,0, 1,1,0,1], [1,3,0, 0,0,1,1], [0,2,0, 0,1,0,1]];
gluTessBeginPolygon($tess);
gluTessBeginContour($tess);
for my $q (@$quad1) {
gluTessVertex_p($tess, @$q);
}
gluTessEndContour($tess);
glColor3f(1,1,1);
gluTessEndPolygon($tess);
glPopMatrix();
# window
glPushMatrix();
glTranslatef(-2.2, -2.1, 0);
glScalef(.45, .45, 0);
my $quad2 = [
[[-2,3,0, 1,0,0,1], [-2,0,0, 1,1,0,1], [2,0,0, 0,0,1,1], [2,3,0, 0,1,0,1]],
[[-1,2,0, 1,0,0,1], [-1,1,0, 1,1,0,1], [1,1,0, 0,0,1,1], [1,2,0, 0,1,0,1]],
];
gluTessBeginPolygon($tess);
for my $c (@$quad2) {
gluTessBeginContour($tess);
for my $q (@$c) {
gluTessVertex_p($tess, @$q);
}
gluTessEndContour($tess);
}
glColor3f(1,1,1);
gluTessEndPolygon($tess);
glPopMatrix();
# star
glPushMatrix();
glTranslatef(0, -2.1, 0);
glScalef(.6, .6, 0);
my $coord3 = [
[ 0.0, 3.0, 0, 1,0,0,1],
[-1.0, 0.0, 0, 0,1,0,1],
[ 1.6, 1.9, 0, 1,0,1,1],
[-1.6, 1.9, 0, 1,1,0,1],
[ 1.0, 0.0, 0, 0,0,1,1],
];
gluTessProperty($tess, GLU_TESS_WINDING_RULE(), GLU_TESS_WINDING_NONZERO());
my @p_cycle = (sub { "p" }, ["p"], {key => "p"}, "p", ord('p'));
my @v_cycle = (sub { "v" }, ["v"], {key => "v"}, "v", ord('v'));
if ($opaque_toggle eq 'off') {
gluTessBeginPolygon($tess);
} else {
gluTessBeginPolygon($tess, $p_cycle[$opaque_cycle % @p_cycle]);
}
gluTessBeginContour($tess);
for my $q (@$coord3) {
if ($opaque_toggle eq 'off') {
gluTessVertex_p($tess, @$q);
} else {
gluTessVertex_p($tess, @$q, $v_cycle[$opaque_cycle % @v_cycle]);
}
}
gluTessEndContour($tess);
glColor3f(1,1,1);
gluTessEndPolygon($tess);
glPopMatrix();
# octagon
glPushMatrix();
glTranslatef(2, -1.3, 0);
glScalef(.35, .35, 0);
my $coord4 = [
[ -1, 2.4, 0, 1, 0, 0,1],
[ 1, 2.4, 0, 1, 1, 0,1],
[ 2.4, 1, 0, 0, 1, 0,1],
[ 2.4, -1, 0, 0, 1, 1,1],
[ 1, -2.4, 0, 0, 0, 1,1],
[ -1, -2.4, 0, 1, 0, 1,1],
[ -2.4, -1, 0, 1, 1, 1,1],
[ -2.4, 1, 0, .5,.5,.5,1],
];
$coord4 = [reverse @$coord4];
gluTessProperty($tess, GLU_TESS_WINDING_RULE(), GLU_TESS_WINDING_ODD());
gluTessBeginPolygon($tess);
gluTessBeginContour($tess);
for my $q (@$coord4) {
gluTessVertex_p($tess, @$q);
}
gluTessEndContour($tess);
glColor3f(1,1,1);
gluTessEndPolygon($tess);
glPopMatrix();
gluDeleteTess($tess);
glutSwapBuffers();
}