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Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. *) (* tesswind.ml * This program demonstrates the winding rule polygon * tessellation property. Four tessellated objects are drawn, * each with very different contours. When the w key is pressed, * the objects are drawn with a different winding rule. *) (* OCaml version by Florent Monnier *) open GL open Glu open Glut let currentWinding = ref GLU_TESS_WINDING_ODD let dli = ref 0 (* Make four display lists, * each with a different tessellated object. *) let makeNewLists = let tobj = gluNewTess() in gluTessDefaultCallback tobj GLU_TESS_VERTEX; gluTessDefaultCallback tobj GLU_TESS_BEGIN; gluTessDefaultCallback tobj GLU_TESS_END; gluTessDefaultCallback tobj GLU_TESS_ERROR; gluTessDefaultCallback tobj GLU_TESS_COMBINE; let rects = [| ( 50.0, 50.0, 0.0); (300.0, 50.0, 0.0); (300.0, 300.0, 0.0); ( 50.0, 300.0, 0.0); (100.0, 100.0, 0.0); (250.0, 100.0, 0.0); (250.0, 250.0, 0.0); (100.0, 250.0, 0.0); (150.0, 150.0, 0.0); (200.0, 150.0, 0.0); (200.0, 200.0, 0.0); (150.0, 200.0, 0.0); |] and spiral = [| (400.0, 250.0, 0.0); (400.0, 50.0, 0.0); ( 50.0, 50.0, 0.0); ( 50.0, 400.0, 0.0); (350.0, 400.0, 0.0); (350.0, 100.0, 0.0); (100.0, 100.0, 0.0); (100.0, 350.0, 0.0); (300.0, 350.0, 0.0); (300.0, 150.0, 0.0); (150.0, 150.0, 0.0); (150.0, 300.0, 0.0); (250.0, 300.0, 0.0); (250.0, 200.0, 0.0); (200.0, 200.0, 0.0); (200.0, 250.0, 0.0); |] and quad1 = [| ( 50.0, 150.0, 0.0); (350.0, 150.0, 0.0); (350.0, 200.0, 0.0); ( 50.0, 200.0, 0.0); |] and quad2 = [| (100.0, 100.0, 0.0); (300.0, 100.0, 0.0); (300.0, 350.0, 0.0); (100.0, 350.0, 0.0); |] and tri = [| (200.0, 50.0, 0.0); (250.0, 300.0, 0.0); (150.0, 300.0, 0.0); |] in function () -> gluTessProperty tobj (GLU_TESS_WINDING_RULE !currentWinding); glNewList !dli GL_COMPILE; gluTessBeginPolygon tobj; gluTessBeginContour tobj; for i = 0 to pred 4 do let x, y, z = rects.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessBeginContour tobj; for i = 4 to pred 8 do let x, y, z = rects.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessBeginContour tobj; for i = 8 to pred 12 do let x, y, z = rects.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessEndPolygon tobj; glEndList(); glNewList (!dli+1) GL_COMPILE; gluTessBeginPolygon tobj; gluTessBeginContour tobj; for i = 0 to pred 4 do let x, y, z = rects.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessBeginContour tobj; for i = 7 downto 4 do let x, y, z = rects.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessBeginContour tobj; for i = 11 downto 8 do let x, y, z = rects.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessEndPolygon tobj; glEndList(); glNewList (!dli+2) GL_COMPILE; gluTessBeginPolygon tobj; gluTessBeginContour tobj; for i = 0 to pred 16 do let x, y, z = spiral.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessEndPolygon tobj; glEndList(); glNewList (!dli+3) GL_COMPILE; gluTessBeginPolygon tobj; gluTessBeginContour tobj; for i = 0 to pred 4 do let x, y, z = quad1.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessBeginContour tobj; for i = 0 to pred 4 do let x, y, z = quad2.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessBeginContour tobj; for i = 0 to pred 3 do let x, y, z = tri.(i) in gluTessVertex tobj x y z; done; gluTessEndContour tobj; gluTessEndPolygon tobj; glEndList(); ;; let display () = glClear [GL_COLOR_BUFFER_BIT]; glColor3 1.0 1.0 1.0; glPushMatrix(); glCallList (!dli); glTranslate 0.0 500.0 0.0; glCallList (!dli+1); glTranslate (500.0) (-500.0) (0.0); glCallList (!dli+2); glTranslate 0.0 500.0 0.0; glCallList (!dli+3); glPopMatrix(); glFlush(); ;; let init() = glClearColor 0.0 0.0 0.0 0.0; glShadeModel GL_FLAT; dli := glGenLists 4; makeNewLists(); ;; let reshape ~width:w ~height:h = glViewport 0 0 w h; glMatrixMode GL_PROJECTION; glLoadIdentity(); if (w <= h) then gluOrtho2D 0.0 1000.0 0.0 (1000.0 *. (float h) /. (float w)) else gluOrtho2D 0.0 (1000.0 *. (float w) /. (float h)) 0.0 1000.0; glMatrixMode GL_MODELVIEW; glLoadIdentity(); ;; let keyboard ~key ~x ~y = match key with | 'W' | 'w' -> begin match !currentWinding with | GLU_TESS_WINDING_ODD -> currentWinding := GLU_TESS_WINDING_NONZERO; | GLU_TESS_WINDING_NONZERO -> currentWinding := GLU_TESS_WINDING_POSITIVE; | GLU_TESS_WINDING_POSITIVE -> currentWinding := GLU_TESS_WINDING_NEGATIVE; | GLU_TESS_WINDING_NEGATIVE -> currentWinding := GLU_TESS_WINDING_ABS_GEQ_TWO; | GLU_TESS_WINDING_ABS_GEQ_TWO -> currentWinding := GLU_TESS_WINDING_ODD; end; makeNewLists(); glutPostRedisplay(); | 'Q' | 'q' | '\027' -> exit 0; | _ -> () ;; let () = ignore(glutInit Sys.argv); glutInitDisplayMode [GLUT_SINGLE; GLUT_RGB]; glutInitWindowSize 500 500; ignore(glutCreateWindow Sys.argv.(0)); let version = gluGetString GLU_VERSION in if version < "1.2" then begin Printf.eprintf "This program demonstrates the new tesselator API in GLU 1.2.\n\ Your GLU library does not support this new interface, sorry.\n%!"; exit 1; end; init(); glutDisplayFunc ~display; glutReshapeFunc ~reshape; glutKeyboardFunc ~keyboard; glutMainLoop(); ;;