Leaked source code of windows server 2003
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#ifndef __sweep_h_
#define __sweep_h_
/*
** Copyright 1994, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (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, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** Author: Eric Veach, July 1994. */
#include "mesh.h"
/* __gl_computeInterior( tess ) computes the planar arrangement specified
* by the given contours, and further subdivides this arrangement * into regions. Each region is marked "inside" if it belongs * to the polygon, according to the rule given by tess->windingRule. * Each interior region is guaranteed be monotone. */ void __gl_computeInterior( GLUtesselator *tess );
/* The following is here *only* for access by debugging routines */
#include "dict.h"
/* For each pair of adjacent edges crossing the sweep line, there is
* an ActiveRegion to represent the region between them. The active * regions are kept in sorted order in a dynamic dictionary. As the * sweep line crosses each vertex, we update the affected regions. */
struct ActiveRegion { GLUhalfEdge *eUp; /* upper edge, directed right to left */ DictNode *nodeUp; /* dictionary node corresponding to eUp */ int windingNumber; /* used to determine which regions are
* inside the polygon */ GLboolean inside; /* is this region inside the polygon? */ GLboolean sentinel; /* marks fake edges at t = +/-infinity */ GLboolean dirty; /* marks regions where the upper or lower
* edge has changed, but we haven't checked * whether they intersect yet */ GLboolean fixUpperEdge; /* marks temporary edges introduced when
* we process a "right vertex" (one without * any edges leaving to the right) */ };
#define RegionBelow(r) ((ActiveRegion *) dictKey(dictPred((r)->nodeUp)))
#define RegionAbove(r) ((ActiveRegion *) dictKey(dictSucc((r)->nodeUp)))
#endif
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