use glCullFace GL_FRONT to avoid having to flip triangles
triangle-jni: some loop optimizations
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@ -41,7 +41,7 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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mylog(buf);
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}
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#endif
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int num_segments = num_points;
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int num_segments = num_points; // - (closed ? (num_rings - 1) : 0);
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in.segmentlist = (int *) malloc(num_segments * 2 * sizeof(int));
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in.numberofsegments = num_segments;
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in.numberofholes = num_rings - 1;
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@ -52,8 +52,8 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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rings = (int*) malloc(num_rings * sizeof(int));
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}
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int seg = 0;
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int hole = 0;
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int *seg = in.segmentlist;
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float *hole = in.holelist;
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int ring;
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int point;
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@ -69,7 +69,8 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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// add holes: we need a point inside the hole...
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// this is just a heuristic, assuming that two
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// 'parallel' lines have a distance of at least
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// 1 unit.
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// 1 unit. you'll notice when things went wrong
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// when the hole is rendered instead of the poly
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if (ring > 0)
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{
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int k = point * 2;
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@ -94,22 +95,24 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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float centerx = cx + vx / 2 - ux;
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float centery = cy + vy / 2 - uy;
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snprintf(buf, 128, "a: %f in:(%.2f %.2f) "
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"cur:(%.2f %.2f), next:(%.2f %.2f)\n",
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a, centerx, centery, cx, cy, nx,ny);
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mylog(buf);
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/* snprintf(buf, 128, "a: %f in:(%.2f %.2f) " */
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/* "cur:(%.2f %.2f), next:(%.2f %.2f)\n", */
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/* a, centerx, centery, cx, cy, nx,ny); */
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/* mylog(buf); */
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in.holelist[hole++] = centerx;
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in.holelist[hole++] = centery;
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*hole++ = centerx;
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*hole++ = centery;
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}
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in.segmentlist[seg++] = point + (num_points - 1);
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in.segmentlist[seg++] = point;
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//if (!closed){
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*seg++ = point + (num_points - 1);
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*seg++ = point;
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//}
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for (len = point + num_points - 1; point < len; point++)
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{
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in.segmentlist[seg++] = point;
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in.segmentlist[seg++] = point + 1;
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*seg++ = point;
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*seg++ = point + 1;
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}
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}
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#ifdef TESTING
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@ -152,24 +155,27 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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#endif
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// ----------- fix offset to vertex buffer indices -------------
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// scale to stride
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// scale to stride and add offset
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short stride = 2;
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int n, m;
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for (i = 0, n = out.numberoftriangles * 3; i < n; i++)
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out.trianglelist[i] *= stride;
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// correct offsetting is tricky (and probably not a general case):
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// when a ring has an odd number of points one (or rather two)
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// additional vertices will be added. so the following rings
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// needs extra offset...
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if (offset < 0)
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offset = 0;
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short off = offset;
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int add = 0;
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int start = 0;
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INDICE *tri = out.trianglelist;
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n = out.numberoftriangles * 3;
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while (n-- > 0)
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*tri++ = *tri * stride + offset;
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// correct offsetting is tricky (but this is probably not a
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// general case):
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// when a ring has an odd number of points one (or rather two)
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// additional vertices will be added. so the following rings
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// needs extra offset...
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int start = offset;
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for (j = 0, m = in.numberofholes; j < m; j++)
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{
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@ -177,35 +183,14 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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if (rings[j] % 2 == 0)
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continue;
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#ifdef TESTING
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snprintf(buf, 128, "add offset: %d\n", start);
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mylog(buf);
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#endif
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tri = out.trianglelist;
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n = out.numberoftriangles * 3;
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for (i = 0, n = out.numberoftriangles * 3; i < n; i++)
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if (out.trianglelist[i] >= start)
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out.trianglelist[i] += stride;
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for (;n-- > 0; tri++)
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if (*tri >= start)
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*tri += stride;
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start += stride;
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#ifdef TESTING
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for (i = 0; i < out.numberoftriangles; i++)
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{
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snprintf(buf, 128, "> %d, %d, %d\n",out.trianglelist[i*3],
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out.trianglelist[i*3+1],
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out.trianglelist[i*3+2]);
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mylog(buf);
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}
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#endif
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}
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// flip direction and add offset
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for (i = 0, n = out.numberoftriangles * 3; i < n; i += 3)
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{
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out.trianglelist[i+0] = out.trianglelist[i+0] + offset;
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unsigned short tmp = out.trianglelist[i+1];
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out.trianglelist[i+1] = out.trianglelist[i+2] + offset;
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out.trianglelist[i+2] = tmp + offset;
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}
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free(in.segmentlist);
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@ -145,8 +145,8 @@ public class ExtrusionLayer extends Layer {
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i = 0;
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}
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indices[i++] = first;
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indices[i++] = (short) (first + k + 4);
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indices[i++] = (short) (first + k + 2);
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indices[i++] = (short) (first + k + 4);
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}
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mCurIndices[IND_ROOF].used = i;
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}
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@ -316,12 +316,12 @@ public class ExtrusionLayer extends Layer {
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}
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indices[ind + 0] = s0;
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indices[ind + 1] = s1;
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indices[ind + 2] = s2;
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indices[ind + 1] = s2;
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indices[ind + 2] = s1;
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indices[ind + 3] = s1;
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indices[ind + 4] = s3;
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indices[ind + 5] = s2;
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indices[ind + 4] = s2;
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indices[ind + 5] = s3;
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mCurIndices[even].used += 6;
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even = (even + 1) % 2;
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@ -184,6 +184,7 @@ public class BuildingOverlay2 extends RenderOverlay {
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GLRenderer.enableVertexArrays(hBuildingVertexPosition, -1);
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GLES20.glEnable(GLES20.GL_CULL_FACE);
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GLES20.glCullFace(GLES20.GL_FRONT);
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GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL);
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GLES20.glEnable(GLES20.GL_DEPTH_TEST);
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GLES20.glDepthFunc(GLES20.GL_LESS);
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