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241 lines
9.1 KiB
C
241 lines
9.1 KiB
C
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/*
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* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice including the dates of first publication and
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* either this permission notice or a reference to
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* http://oss.sgi.com/projects/FreeB/
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* shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Except as contained in this notice, the name of Silicon Graphics, Inc.
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* shall not be used in advertising or otherwise to promote the sale, use or
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* other dealings in this Software without prior written authorization from
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* Silicon Graphics, Inc.
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*/
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/*
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** Author: Eric Veach, July 1994.
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**
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*/
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#ifndef __tess_h_
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#define __tess_h_
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#include <setjmp.h>
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#include "wine/glu.h"
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#include "mesh.h"
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typedef struct Dict Dict;
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/* priority queue */
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/* Since we support deletion the data structure is a little more
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* complicated than an ordinary heap. "nodes" is the heap itself;
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* active nodes are stored in the range 1..pq->size. When the
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* heap exceeds its allocated size (pq->max), its size doubles.
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* The children of node i are nodes 2i and 2i+1.
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*
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* Each node stores an index into an array "handles". Each handle
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* stores a key, plus a pointer back to the node which currently
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* represents that key (ie. nodes[handles[i].node].handle == i).
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*/
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typedef void *PQkey;
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typedef long PQhandle;
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typedef struct PriorityQSort PriorityQSort;
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PriorityQSort *__gl_pqSortNewPriorityQ( int (*leq)(PQkey key1, PQkey key2) );
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void __gl_pqSortDeletePriorityQ( PriorityQSort *pq );
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int __gl_pqSortInit( PriorityQSort *pq );
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PQhandle __gl_pqSortInsert( PriorityQSort *pq, PQkey key );
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PQkey __gl_pqSortExtractMin( PriorityQSort *pq );
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void __gl_pqSortDelete( PriorityQSort *pq, PQhandle handle );
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PQkey __gl_pqSortMinimum( PriorityQSort *pq );
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int __gl_pqSortIsEmpty( PriorityQSort *pq );
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#define VertEq(u,v) ((u)->s == (v)->s && (u)->t == (v)->t)
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#define VertLeq(u,v) (((u)->s < (v)->s) || \
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((u)->s == (v)->s && (u)->t <= (v)->t))
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#define EdgeEval(u,v,w) __gl_edgeEval(u,v,w)
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#define EdgeSign(u,v,w) __gl_edgeSign(u,v,w)
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/* Versions of VertLeq, EdgeSign, EdgeEval with s and t transposed. */
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#define TransLeq(u,v) (((u)->t < (v)->t) || \
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((u)->t == (v)->t && (u)->s <= (v)->s))
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#define TransEval(u,v,w) __gl_transEval(u,v,w)
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#define TransSign(u,v,w) __gl_transSign(u,v,w)
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#define EdgeGoesLeft(e) VertLeq( (e)->Dst, (e)->Org )
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#define EdgeGoesRight(e) VertLeq( (e)->Org, (e)->Dst )
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#undef ABS
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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#define VertL1dist(u,v) (ABS(u->s - v->s) + ABS(u->t - v->t))
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#define VertCCW(u,v,w) __gl_vertCCW(u,v,w)
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int __gl_vertLeq( GLUvertex *u, GLUvertex *v );
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GLdouble __gl_edgeEval( GLUvertex *u, GLUvertex *v, GLUvertex *w );
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GLdouble __gl_edgeSign( GLUvertex *u, GLUvertex *v, GLUvertex *w );
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GLdouble __gl_transEval( GLUvertex *u, GLUvertex *v, GLUvertex *w );
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GLdouble __gl_transSign( GLUvertex *u, GLUvertex *v, GLUvertex *w );
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int __gl_vertCCW( GLUvertex *u, GLUvertex *v, GLUvertex *w );
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void __gl_edgeIntersect( GLUvertex *o1, GLUvertex *d1,
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GLUvertex *o2, GLUvertex *d2,
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GLUvertex *v );
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/* The begin/end calls must be properly nested. We keep track of
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* the current state to enforce the ordering.
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*/
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enum TessState { T_DORMANT, T_IN_POLYGON, T_IN_CONTOUR };
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/* We cache vertex data for single-contour polygons so that we can
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* try a quick-and-dirty decomposition first.
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*/
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#define TESS_MAX_CACHE 100
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typedef struct CachedVertex {
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GLdouble coords[3];
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void *data;
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} CachedVertex;
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struct GLUtesselator {
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/*** state needed for collecting the input data ***/
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enum TessState state; /* what begin/end calls have we seen? */
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GLUhalfEdge *lastEdge; /* lastEdge->Org is the most recent vertex */
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GLUmesh *mesh; /* stores the input contours, and eventually
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the tessellation itself */
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void (GLAPIENTRY *callError)( GLenum errnum );
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/*** state needed for projecting onto the sweep plane ***/
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GLdouble normal[3]; /* user-specified normal (if provided) */
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GLdouble sUnit[3]; /* unit vector in s-direction (debugging) */
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GLdouble tUnit[3]; /* unit vector in t-direction (debugging) */
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/*** state needed for the line sweep ***/
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GLdouble relTolerance; /* tolerance for merging features */
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GLenum windingRule; /* rule for determining polygon interior */
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GLboolean fatalError; /* fatal error: needed combine callback */
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Dict *dict; /* edge dictionary for sweep line */
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PriorityQSort *pq; /* priority queue of vertex events */
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GLUvertex *event; /* current sweep event being processed */
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void (GLAPIENTRY *callCombine)( GLdouble coords[3], void *data[4],
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GLfloat weight[4], void **outData );
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/*** state needed for rendering callbacks (see render.c) ***/
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GLboolean flagBoundary; /* mark boundary edges (use EdgeFlag) */
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GLboolean boundaryOnly; /* Extract contours, not triangles */
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GLUface *lonelyTriList;
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/* list of triangles which could not be rendered as strips or fans */
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void (GLAPIENTRY *callBegin)( GLenum type );
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void (GLAPIENTRY *callEdgeFlag)( GLboolean boundaryEdge );
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void (GLAPIENTRY *callVertex)( void *data );
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void (GLAPIENTRY *callEnd)( void );
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void (GLAPIENTRY *callMesh)( GLUmesh *mesh );
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/*** state needed to cache single-contour polygons for renderCache() */
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GLboolean emptyCache; /* empty cache on next vertex() call */
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int cacheCount; /* number of cached vertices */
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CachedVertex cache[TESS_MAX_CACHE]; /* the vertex data */
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/*** rendering callbacks that also pass polygon data ***/
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void (GLAPIENTRY *callBeginData)( GLenum type, void *polygonData );
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void (GLAPIENTRY *callEdgeFlagData)( GLboolean boundaryEdge,
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void *polygonData );
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void (GLAPIENTRY *callVertexData)( void *data, void *polygonData );
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void (GLAPIENTRY *callEndData)( void *polygonData );
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void (GLAPIENTRY *callErrorData)( GLenum errnum, void *polygonData );
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void (GLAPIENTRY *callCombineData)( GLdouble coords[3], void *data[4],
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GLfloat weight[4], void **outData,
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void *polygonData );
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jmp_buf env; /* place to jump to when memAllocs fail */
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void *polygonData; /* client data for current polygon */
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};
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void GLAPIENTRY __gl_noBeginData( GLenum type, void *polygonData );
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void GLAPIENTRY __gl_noEdgeFlagData( GLboolean boundaryEdge, void *polygonData );
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void GLAPIENTRY __gl_noVertexData( void *data, void *polygonData );
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void GLAPIENTRY __gl_noEndData( void *polygonData );
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void GLAPIENTRY __gl_noErrorData( GLenum errnum, void *polygonData );
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void GLAPIENTRY __gl_noCombineData( GLdouble coords[3], void *data[4],
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GLfloat weight[4], void **outData,
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void *polygonData );
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#define CALL_BEGIN_OR_BEGIN_DATA(a) \
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if (tess->callBeginData != &__gl_noBeginData) \
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(*tess->callBeginData)((a),tess->polygonData); \
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else (*tess->callBegin)((a));
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#define CALL_VERTEX_OR_VERTEX_DATA(a) \
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if (tess->callVertexData != &__gl_noVertexData) \
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(*tess->callVertexData)((a),tess->polygonData); \
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else (*tess->callVertex)((a));
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#define CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA(a) \
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if (tess->callEdgeFlagData != &__gl_noEdgeFlagData) \
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(*tess->callEdgeFlagData)((a),tess->polygonData); \
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else (*tess->callEdgeFlag)((a));
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#define CALL_END_OR_END_DATA() \
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if (tess->callEndData != &__gl_noEndData) \
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(*tess->callEndData)(tess->polygonData); \
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else (*tess->callEnd)();
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#define CALL_COMBINE_OR_COMBINE_DATA(a,b,c,d) \
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if (tess->callCombineData != &__gl_noCombineData) \
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(*tess->callCombineData)((a),(b),(c),(d),tess->polygonData); \
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else (*tess->callCombine)((a),(b),(c),(d));
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#define CALL_ERROR_OR_ERROR_DATA(a) \
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if (tess->callErrorData != &__gl_noErrorData) \
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(*tess->callErrorData)((a),tess->polygonData); \
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else (*tess->callError)((a));
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void __gl_renderMesh( GLUtesselator *tess, GLUmesh *mesh );
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void __gl_renderBoundary( GLUtesselator *tess, GLUmesh *mesh );
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GLboolean __gl_renderCache( GLUtesselator *tess );
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/* __gl_computeInterior( tess ) computes the planar arrangement specified
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* by the given contours, and further subdivides this arrangement
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* into regions. Each region is marked "inside" if it belongs
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* to the polygon, according to the rule given by tess->windingRule.
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* Each interior region is guaranteed be monotone.
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*/
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int __gl_computeInterior( GLUtesselator *tess );
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#endif
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