Source code of Windows XP (NT5)
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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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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