feat(webgl): Add GLU tesselator implementation using earcut.hpp

Replaces no-op GLU stubs with real polygon tesselation using Mapbox's
earcut.hpp library (header-only, ISC license).

Changes:
- Add earcut.hpp (v2.2.4) - single-header polygon triangulation
- Add glu_tess_impl.cpp - GLU API wrapper around earcut
- Update Makefile to compile glu_tess_impl.cpp
- Remove GLU stubs from wasm_stubs.cpp

This enables proper rendering of filled polygons in WebGL.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Viktor Vaczi 2026-01-09 14:48:23 +01:00
commit fe60b48020
4 changed files with 1140 additions and 21 deletions

View file

@ -99,8 +99,8 @@ KICAD_SRCS = $(KICAD_ROOT)/common/gal/hidpi_gl_canvas.cpp \
SCENARIO_SRCS = ../scenarios/gal_test_scenarios.cpp \
$(wildcard ../scenarios/scenario_*.cpp)
# GLU tesselator - stub (no actual implementation needed for basic shapes)
GLU_SRCS =
# GLU tesselator - implemented using Mapbox earcut.hpp
GLU_SRCS = glu_tess_impl.cpp
# Generated shader sources (from generate_shaders.py)
SHADER_SRCS = generated/glsl_kicad_frag.cpp \

View file

@ -0,0 +1,870 @@
#pragma once
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <limits>
#include <memory>
#include <utility>
#include <vector>
namespace mapbox {
namespace util {
template <std::size_t I, typename T>
struct nth {
inline static typename std::tuple_element<I, T>::type get(const T& t) { return std::get<I>(t); };
};
} // namespace util
namespace detail {
template <typename N = uint32_t>
class Earcut {
public:
std::vector<N> indices;
std::size_t vertices = 0;
template <typename Polygon>
void operator()(const Polygon& points);
private:
struct Node {
Node(N index, double x_, double y_) : x(x_), y(y_), i(index), steiner(0) {}
Node(const Node&) = delete;
Node& operator=(const Node&) = delete;
Node(Node&&) = delete;
Node& operator=(Node&&) = delete;
const double x;
const double y;
// previous and next vertice nodes in a polygon ring
Node* prev = nullptr;
Node* next = nullptr;
// z-order curve value
int32_t z = 0;
// original index in polygon
const N i : (sizeof(N) * 8 - 1);
// indicates whether this is a steiner point
N steiner : 1;
// previous and next nodes in z-order
Node* prevZ = nullptr;
Node* nextZ = nullptr;
};
// Cache-optimized Triangle structure for repeated geometric tests
struct Triangle {
const double ax, ay;
const double bx, by;
const double cx, cy;
Triangle(const Node* a, const Node* b, const Node* c)
: ax(a->x), ay(a->y), bx(b->x), by(b->y), cx(c->x), cy(c->y) {}
inline double area() const { return (by - ay) * (cx - bx) - (bx - ax) * (cy - by); }
inline bool containsPoint(double px, double py) const {
return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
(bx - px) * (cy - py) >= (cx - px) * (by - py);
}
};
template <typename Ring>
Node* linkedList(const Ring& points, const bool clockwise);
Node* filterPoints(Node* start, Node* end = nullptr);
void earcutLinked(Node* ear, int pass = 0);
bool isEar(Node* ear);
bool isEarHashed(Node* ear);
Node* cureLocalIntersections(Node* start);
void splitEarcut(Node* start);
template <typename Polygon>
Node* eliminateHoles(const Polygon& points, Node* outerNode);
Node* eliminateHole(Node* hole, Node* outerNode);
Node* findHoleBridge(Node* hole, Node* outerNode);
bool sectorContainsSector(const Node* m, const Node* p);
void indexCurve(Node* start);
Node* sortLinked(Node* list);
int32_t zOrder(const double x_, const double y_);
Node* getLeftmost(Node* start);
bool pointInTriangle(double ax, double ay, double bx, double by, double cx, double cy, double px, double py) const;
bool isValidDiagonal(Node* a, Node* b);
double area(const Node* p, const Node* q, const Node* r) const;
bool equals(const Node* p1, const Node* p2);
bool intersects(const Node* p1, const Node* q1, const Node* p2, const Node* q2);
bool onSegment(const Node* p, const Node* q, const Node* r);
int sign(double val);
bool intersectsPolygon(const Node* a, const Node* b);
bool locallyInside(const Node* a, const Node* b);
bool middleInside(const Node* a, const Node* b);
Node* splitPolygon(Node* a, Node* b);
template <typename Point>
Node* insertNode(std::size_t i, const Point& p, Node* last);
void removeNode(Node* p);
bool hashing;
double minX, maxX;
double minY, maxY;
double inv_size = 0;
template <typename T, typename Alloc = std::allocator<T>>
class ObjectPool {
public:
ObjectPool() { allocateNewBlock(256); }
ObjectPool(std::size_t blockSize_) : baseBlockSize(blockSize_) {
allocateNewBlock(std::max<std::size_t>(blockSize_, 256));
}
~ObjectPool() { clear(); }
template <typename... Args>
T* construct(Args&&... args) {
// If current block is full, move to next block or allocate new one
if (currentIndex >= baseBlockSize) {
currentBlockIndex++;
if (currentBlockIndex < memoryBlocks.size()) {
// Reuse existing block
currentIndex = 0;
} else {
// Allocate a new one
allocateNewBlock(baseBlockSize);
}
}
T* object = memoryBlocks[currentBlockIndex].get() + currentIndex;
alloc_traits::construct(alloc, object, std::forward<Args>(args)...);
totalObjects++;
currentIndex++;
return object;
}
void reset() { clear(); }
void clear() {
// Destroy all objects, but keep blocks allocated for reuse
std::size_t objectsDestroyed = 0;
for (std::size_t blockIdx = 0; blockIdx < memoryBlocks.size() && objectsDestroyed < totalObjects;
++blockIdx) {
// check if we are in the last block
std::size_t objectsInThisBlock = std::min(baseBlockSize, totalObjects - objectsDestroyed);
for (std::size_t i = 0; i < objectsInThisBlock; ++i) {
T* object = memoryBlocks[blockIdx].get() + i;
alloc_traits::destroy(alloc, object);
}
objectsDestroyed += objectsInThisBlock;
}
// Reset to start from first block again
currentBlockIndex = 0;
currentIndex = 0;
totalObjects = 0;
}
private:
Alloc alloc;
typedef typename std::allocator_traits<Alloc> alloc_traits;
// Custom deleter that uses the allocator
struct AllocDeleter {
Alloc alloc;
std::size_t capacity;
void operator()(T* ptr) { alloc_traits::deallocate(alloc, ptr, capacity); }
};
std::vector<std::unique_ptr<T[], AllocDeleter>> memoryBlocks;
std::vector<std::size_t> blockCapacities;
std::size_t currentBlockIndex = 0;
std::size_t currentIndex = 0;
std::size_t totalObjects = 0;
std::size_t baseBlockSize = 256;
void allocateNewBlock(std::size_t capacity) {
T* rawMemory = alloc_traits::allocate(alloc, capacity);
auto newBlock = std::unique_ptr<T[], AllocDeleter>(rawMemory, AllocDeleter{alloc, capacity});
memoryBlocks.push_back(std::move(newBlock));
blockCapacities.push_back(capacity);
currentBlockIndex = memoryBlocks.size() - 1;
currentIndex = 0;
}
};
std::unique_ptr<ObjectPool<Node>> nodes;
std::vector<Node*> holeQueue;
};
template <typename N>
template <typename Polygon>
void Earcut<N>::operator()(const Polygon& points) {
// reset
indices.clear();
vertices = 0;
if (points.empty()) return;
double x;
double y;
int threshold = 80;
std::size_t len = 0;
for (size_t i = 0; threshold >= 0 && i < points.size(); i++) {
threshold -= static_cast<int>(points[i].size());
len += points[i].size();
}
// estimate size of nodes and indices
if (!nodes) {
std::size_t estimatedNodes = len * 3 / 2;
nodes = std::make_unique<ObjectPool<Node>>(std::max<std::size_t>(estimatedNodes, 256));
}
indices.reserve(len + points[0].size());
Node* outerNode = linkedList(points[0], true);
if (!outerNode || outerNode->prev == outerNode->next) return;
if (points.size() > 1) outerNode = eliminateHoles(points, outerNode);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
hashing = threshold < 0;
if (hashing) {
Node* p = outerNode->next;
minX = maxX = outerNode->x;
minY = maxY = outerNode->y;
do {
x = p->x;
y = p->y;
minX = std::min<double>(minX, x);
minY = std::min<double>(minY, y);
maxX = std::max<double>(maxX, x);
maxY = std::max<double>(maxY, y);
p = p->next;
} while (p != outerNode);
// minX, minY and inv_size are later used to transform coords into integers for z-order calculation
inv_size = std::max<double>(maxX - minX, maxY - minY);
inv_size = inv_size != .0 ? (32767. / inv_size) : .0;
}
earcutLinked(outerNode);
nodes->clear();
holeQueue.clear();
}
// create a circular doubly linked list from polygon points in the specified winding order
template <typename N>
template <typename Ring>
typename Earcut<N>::Node* Earcut<N>::linkedList(const Ring& points, const bool clockwise) {
using Point = typename Ring::value_type;
double sum = 0;
const std::size_t len = points.size();
std::size_t i, j;
Node* last = nullptr;
// calculate original winding order of a polygon ring
for (i = 0, j = len > 0 ? len - 1 : 0; i < len; j = i++) {
const auto& p1 = points[i];
const auto& p2 = points[j];
const double p20 = util::nth<0, Point>::get(p2);
const double p10 = util::nth<0, Point>::get(p1);
const double p11 = util::nth<1, Point>::get(p1);
const double p21 = util::nth<1, Point>::get(p2);
sum += (p20 - p10) * (p11 + p21);
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise == (sum > 0)) {
for (i = 0; i < len; i++) last = insertNode(vertices + i, points[i], last);
} else {
for (i = len; i-- > 0;) last = insertNode(vertices + i, points[i], last);
}
if (last && equals(last, last->next)) {
removeNode(last);
last = last->next;
}
vertices += len;
return last;
}
// eliminate colinear or duplicate points
template <typename N>
typename Earcut<N>::Node* Earcut<N>::filterPoints(Node* start, Node* end) {
if (!end) end = start;
Node* p = start;
bool again;
do {
again = false;
if (!p->steiner && (equals(p, p->next) || area(p->prev, p, p->next) == 0)) {
removeNode(p);
p = end = p->prev;
if (p == p->next) break;
again = true;
} else {
p = p->next;
}
} while (again || p != end);
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
template <typename N>
void Earcut<N>::earcutLinked(Node* ear, int pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && hashing) indexCurve(ear);
Node* stop = ear;
Node* prev;
Node* next;
// iterate through ears, slicing them one by one
while (ear->prev != ear->next) {
prev = ear->prev;
next = ear->next;
if (hashing ? isEarHashed(ear) : isEar(ear)) {
// cut off the triangle
indices.emplace_back(prev->i);
indices.emplace_back(ear->i);
indices.emplace_back(next->i);
removeNode(ear);
// skipping the next vertice leads to less sliver triangles
ear = next->next;
stop = next->next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear == stop) {
// try filtering points and slicing again
if (!pass) earcutLinked(filterPoints(ear), 1);
// if this didn't work, try curing all small self-intersections locally
else if (pass == 1) {
ear = cureLocalIntersections(filterPoints(ear));
earcutLinked(ear, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass == 2)
splitEarcut(ear);
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
template <typename N>
bool Earcut<N>::isEar(Node* ear) {
const Node* a = ear->prev;
const Node* b = ear;
const Node* c = ear->next;
// Create triangle with cached coordinates and bounding box
const Triangle tri(a, b, c);
if (tri.area() >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
Node* p = ear->next->next;
while (p != ear->prev) {
if (tri.containsPoint(p->x, p->y) && area(p->prev, p, p->next) >= 0) return false;
p = p->next;
}
return true;
}
template <typename N>
bool Earcut<N>::isEarHashed(Node* ear) {
const Node* a = ear->prev;
const Node* b = ear;
const Node* c = ear->next;
// Create triangle with cached coordinates and bounding box
const Triangle tri(a, b, c);
if (tri.area() >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
const double minTX = std::min<double>(tri.ax, std::min<double>(tri.bx, tri.cx));
const double minTY = std::min<double>(tri.ay, std::min<double>(tri.by, tri.cy));
const double maxTX = std::max<double>(tri.ax, std::max<double>(tri.bx, tri.cx));
const double maxTY = std::max<double>(tri.ay, std::max<double>(tri.by, tri.cy));
// z-order range for the current triangle bbox;
const int32_t minZ = zOrder(minTX, minTY);
const int32_t maxZ = zOrder(maxTX, maxTY);
// first look for points inside the triangle in increasing z-order
Node* p = ear->nextZ;
while (p && p->z <= maxZ) {
if (p != ear->prev && p != ear->next && tri.containsPoint(p->x, p->y) && area(p->prev, p, p->next) >= 0)
return false;
p = p->nextZ;
}
// then look for points in decreasing z-order
p = ear->prevZ;
while (p && p->z >= minZ) {
if (p != ear->prev && p != ear->next && tri.containsPoint(p->x, p->y) && area(p->prev, p, p->next) >= 0)
return false;
p = p->prevZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
template <typename N>
typename Earcut<N>::Node* Earcut<N>::cureLocalIntersections(Node* start) {
Node* p = start;
do {
Node* a = p->prev;
Node* b = p->next->next;
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (!equals(a, b) && intersects(a, p, p->next, b) && locallyInside(a, b) && locallyInside(b, a)) {
indices.emplace_back(a->i);
indices.emplace_back(p->i);
indices.emplace_back(b->i);
// remove two nodes involved
removeNode(p);
removeNode(p->next);
p = start = b;
}
p = p->next;
} while (p != start);
return filterPoints(p);
}
// try splitting polygon into two and triangulate them independently
template <typename N>
void Earcut<N>::splitEarcut(Node* start) {
// look for a valid diagonal that divides the polygon into two
Node* a = start;
do {
Node* b = a->next->next;
while (b != a->prev) {
if (a->i != b->i && isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
Node* c = splitPolygon(a, b);
// filter colinear points around the cuts
a = filterPoints(a, a->next);
c = filterPoints(c, c->next);
// run earcut on each half
earcutLinked(a);
earcutLinked(c);
return;
}
b = b->next;
}
a = a->next;
} while (a != start);
}
// link every hole into the outer loop, producing a single-ring polygon without holes
template <typename N>
template <typename Polygon>
typename Earcut<N>::Node* Earcut<N>::eliminateHoles(const Polygon& points, Node* outerNode) {
const size_t len = points.size();
holeQueue.clear();
for (size_t i = 1; i < len; i++) {
Node* list = linkedList(points[i], false);
if (list) {
if (list == list->next) list->steiner = true;
holeQueue.push_back(getLeftmost(list));
}
}
std::sort(holeQueue.begin(), holeQueue.end(), [](const Node* a, const Node* b) { return a->x < b->x; });
// process holes from left to right
for (size_t i = 0; i < holeQueue.size(); i++) {
outerNode = eliminateHole(holeQueue[i], outerNode);
}
return outerNode;
}
// find a bridge between vertices that connects hole with an outer ring and and link it
template <typename N>
typename Earcut<N>::Node* Earcut<N>::eliminateHole(Node* hole, Node* outerNode) {
Node* bridge = findHoleBridge(hole, outerNode);
if (!bridge) {
return outerNode;
}
Node* bridgeReverse = splitPolygon(bridge, hole);
// filter collinear points around the cuts
filterPoints(bridgeReverse, bridgeReverse->next);
// Check if input node was removed by the filtering
return filterPoints(bridge, bridge->next);
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
template <typename N>
typename Earcut<N>::Node* Earcut<N>::findHoleBridge(Node* hole, Node* outerNode) {
Node* p = outerNode;
double hx = hole->x;
double hy = hole->y;
double qx = -std::numeric_limits<double>::infinity();
Node* m = nullptr;
// find a segment intersected by a ray from the hole's leftmost Vertex to the left;
// segment's endpoint with lesser x will be potential connection Vertex
do {
if (hy <= p->y && hy >= p->next->y && p->next->y != p->y) {
double x = p->x + (hy - p->y) * (p->next->x - p->x) / (p->next->y - p->y);
if (x <= hx && x > qx) {
qx = x;
m = p->x < p->next->x ? p : p->next;
if (x == hx) return m; // hole touches outer segment; pick leftmost endpoint
}
}
p = p->next;
} while (p != outerNode);
if (!m) return 0;
// look for points inside the triangle of hole Vertex, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the Vertex of the minimum angle with the ray as connection Vertex
const Node* stop = m;
double tanMin = std::numeric_limits<double>::infinity();
double tanCur = 0;
p = m;
double mx = m->x;
double my = m->y;
do {
if (hx >= p->x && p->x >= mx && hx != p->x &&
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p->x, p->y)) {
tanCur = std::abs(hy - p->y) / (hx - p->x); // tangential
if (locallyInside(p, hole) &&
(tanCur < tanMin || (tanCur == tanMin && (p->x > m->x || sectorContainsSector(m, p))))) {
m = p;
tanMin = tanCur;
}
}
p = p->next;
} while (p != stop);
return m;
}
// whether sector in vertex m contains sector in vertex p in the same coordinates
template <typename N>
bool Earcut<N>::sectorContainsSector(const Node* m, const Node* p) {
return area(m->prev, m, p->prev) < 0 && area(p->next, m, m->next) < 0;
}
// interlink polygon nodes in z-order
template <typename N>
void Earcut<N>::indexCurve(Node* start) {
assert(start);
Node* p = start;
do {
p->z = p->z ? p->z : zOrder(p->x, p->y);
p->prevZ = p->prev;
p->nextZ = p->next;
p = p->next;
} while (p != start);
p->prevZ->nextZ = nullptr;
p->prevZ = nullptr;
sortLinked(p);
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
template <typename N>
typename Earcut<N>::Node* Earcut<N>::sortLinked(Node* list) {
assert(list);
Node* p;
Node* q;
Node* e;
Node* tail;
int i, numMerges, pSize, qSize;
int inSize = 1;
for (;;) {
p = list;
list = nullptr;
tail = nullptr;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q->nextZ;
if (!q) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize == 0) {
e = q;
q = q->nextZ;
qSize--;
} else if (qSize == 0 || !q) {
e = p;
p = p->nextZ;
pSize--;
} else if (p->z <= q->z) {
e = p;
p = p->nextZ;
pSize--;
} else {
e = q;
q = q->nextZ;
qSize--;
}
if (tail)
tail->nextZ = e;
else
list = e;
e->prevZ = tail;
tail = e;
}
p = q;
}
tail->nextZ = nullptr;
if (numMerges <= 1) return list;
inSize *= 2;
}
}
// z-order of a Vertex given coords and size of the data bounding box
template <typename N>
int32_t Earcut<N>::zOrder(const double x_, const double y_) {
// coords are transformed into non-negative 15-bit integer range
int32_t x = static_cast<int32_t>((x_ - minX) * inv_size);
int32_t y = static_cast<int32_t>((y_ - minY) * inv_size);
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
}
// find the leftmost node of a polygon ring
template <typename N>
typename Earcut<N>::Node* Earcut<N>::getLeftmost(Node* start) {
Node* p = start;
Node* leftmost = start;
do {
if (p->x < leftmost->x || (p->x == leftmost->x && p->y < leftmost->y)) leftmost = p;
p = p->next;
} while (p != start);
return leftmost;
}
// check if a point lies within a convex triangle
template <typename N>
bool Earcut<N>::pointInTriangle(
double ax, double ay, double bx, double by, double cx, double cy, double px, double py) const {
return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
(bx - px) * (cy - py) >= (cx - px) * (by - py);
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
template <typename N>
bool Earcut<N>::isValidDiagonal(Node* a, Node* b) {
return a->next->i != b->i && a->prev->i != b->i && !intersectsPolygon(a, b) && // dones't intersect other edges
((locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
(area(a->prev, a, b->prev) != 0.0 ||
area(a, b->prev, b) != 0.0)) || // does not create opposite-facing sectors
(equals(a, b) && area(a->prev, a, a->next) > 0 &&
area(b->prev, b, b->next) > 0)); // special zero-length case
}
// signed area of a triangle
template <typename N>
double Earcut<N>::area(const Node* p, const Node* q, const Node* r) const {
return (q->y - p->y) * (r->x - q->x) - (q->x - p->x) * (r->y - q->y);
}
// check if two points are equal
template <typename N>
bool Earcut<N>::equals(const Node* p1, const Node* p2) {
return p1->x == p2->x && p1->y == p2->y;
}
// check if two segments intersect
template <typename N>
bool Earcut<N>::intersects(const Node* p1, const Node* q1, const Node* p2, const Node* q2) {
int o1 = sign(area(p1, q1, p2));
int o2 = sign(area(p1, q1, q2));
int o3 = sign(area(p2, q2, p1));
int o4 = sign(area(p2, q2, q1));
if (o1 != o2 && o3 != o4) return true; // general case
if (o1 == 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
if (o2 == 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
if (o3 == 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
if (o4 == 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
return false;
}
// for collinear points p, q, r, check if point q lies on segment pr
template <typename N>
bool Earcut<N>::onSegment(const Node* p, const Node* q, const Node* r) {
return q->x <= std::max<double>(p->x, r->x) && q->x >= std::min<double>(p->x, r->x) &&
q->y <= std::max<double>(p->y, r->y) && q->y >= std::min<double>(p->y, r->y);
}
template <typename N>
int Earcut<N>::sign(double val) {
return (0.0 < val) - (val < 0.0);
}
// check if a polygon diagonal intersects any polygon segments
template <typename N>
bool Earcut<N>::intersectsPolygon(const Node* a, const Node* b) {
const Node* p = a;
do {
if (p->i != a->i && p->next->i != a->i && p->i != b->i && p->next->i != b->i && intersects(p, p->next, a, b))
return true;
p = p->next;
} while (p != a);
return false;
}
// check if a polygon diagonal is locally inside the polygon
template <typename N>
bool Earcut<N>::locallyInside(const Node* a, const Node* b) {
return area(a->prev, a, a->next) < 0 ? area(a, b, a->next) >= 0 && area(a, a->prev, b) >= 0
: area(a, b, a->prev) < 0 || area(a, a->next, b) < 0;
}
// check if the middle Vertex of a polygon diagonal is inside the polygon
template <typename N>
bool Earcut<N>::middleInside(const Node* a, const Node* b) {
const Node* p = a;
bool inside = false;
double px = (a->x + b->x) / 2;
double py = (a->y + b->y) / 2;
do {
if (((p->y > py) != (p->next->y > py)) && p->next->y != p->y &&
(px < (p->next->x - p->x) * (py - p->y) / (p->next->y - p->y) + p->x))
inside = !inside;
p = p->next;
} while (p != a);
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits
// polygon into two; if one belongs to the outer ring and another to a hole, it merges it into a
// single ring
template <typename N>
typename Earcut<N>::Node* Earcut<N>::splitPolygon(Node* a, Node* b) {
Node* a2 = nodes->construct(a->i, a->x, a->y);
Node* b2 = nodes->construct(b->i, b->x, b->y);
Node* an = a->next;
Node* bp = b->prev;
a->next = b;
b->prev = a;
a2->next = an;
an->prev = a2;
b2->next = a2;
a2->prev = b2;
bp->next = b2;
b2->prev = bp;
return b2;
}
// create a node and util::optionally link it with previous one (in a circular doubly linked list)
template <typename N>
template <typename Point>
typename Earcut<N>::Node* Earcut<N>::insertNode(std::size_t i, const Point& pt, Node* last) {
Node* p = nodes->construct(static_cast<N>(i), util::nth<0, Point>::get(pt), util::nth<1, Point>::get(pt));
if (!last) {
p->prev = p;
p->next = p;
} else {
assert(last);
p->next = last->next;
p->prev = last;
last->next->prev = p;
last->next = p;
}
return p;
}
template <typename N>
void Earcut<N>::removeNode(Node* p) {
p->next->prev = p->prev;
p->prev->next = p->next;
if (p->prevZ) p->prevZ->nextZ = p->nextZ;
if (p->nextZ) p->nextZ->prevZ = p->prevZ;
}
} // namespace detail
template <typename N = uint32_t, typename Polygon>
std::vector<N> earcut(const Polygon& poly) {
mapbox::detail::Earcut<N> earcut;
earcut(poly);
return std::move(earcut.indices);
}
} // namespace mapbox

View file

@ -0,0 +1,267 @@
/**
* GLU Tesselator implementation using Mapbox earcut
*
* Provides GLU tessellation API for WebGL/WASM builds.
* Uses earcut.hpp for polygon triangulation instead of native GLU library.
*/
#include "earcut.hpp"
#include <vector>
#include <array>
#include <cstring>
// GL types
typedef double GLdouble;
typedef float GLfloat;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef void GLvoid;
typedef void (*_GLUfuncptr)(void);
// GLU constants
#define GLU_TESS_BEGIN 100100
#define GLU_TESS_VERTEX 100101
#define GLU_TESS_END 100102
#define GLU_TESS_ERROR 100103
#define GLU_TESS_EDGE_FLAG 100104
#define GLU_TESS_COMBINE 100105
#define GLU_TESS_BEGIN_DATA 100106
#define GLU_TESS_VERTEX_DATA 100107
#define GLU_TESS_END_DATA 100108
#define GLU_TESS_ERROR_DATA 100109
#define GLU_TESS_EDGE_FLAG_DATA 100110
#define GLU_TESS_COMBINE_DATA 100111
#define GLU_TESS_WINDING_RULE 100140
#define GLU_TESS_WINDING_ODD 100130
#define GLU_TESS_WINDING_NONZERO 100131
#define GLU_TESS_WINDING_POSITIVE 100132
#define GLU_TESS_WINDING_NEGATIVE 100133
#define GLU_TESS_WINDING_ABS_GEQ_TWO 100134
#ifndef GL_TRUE
#define GL_TRUE 1
#endif
#ifndef GL_FALSE
#define GL_FALSE 0
#endif
// Vertex data stored during tessellation
struct TessVertex
{
std::array<GLdouble, 3> coords;
void* userData; // The data pointer passed to gluTessVertex
};
struct GLUtesselator
{
// Callbacks
void (*vertexCallback)(void* vertex) = nullptr;
void (*vertexDataCallback)(void* vertex, void* userData) = nullptr;
void (*combineCallback)(GLdouble coords[3], void* vertex_data[4],
GLfloat weight[4], void** dataOut) = nullptr;
void (*combineDataCallback)(GLdouble coords[3], void* vertex_data[4],
GLfloat weight[4], void** dataOut, void* userData) = nullptr;
void (*edgeFlagCallback)(GLboolean flag) = nullptr;
void (*edgeFlagDataCallback)(GLboolean flag, void* userData) = nullptr;
void (*errorCallback)(GLenum error) = nullptr;
void (*errorDataCallback)(GLenum error, void* userData) = nullptr;
void (*beginCallback)(GLenum type) = nullptr;
void (*beginDataCallback)(GLenum type, void* userData) = nullptr;
void (*endCallback)() = nullptr;
void (*endDataCallback)(void* userData) = nullptr;
// Contour data - each contour is a list of vertices
std::vector<std::vector<TessVertex>> contours;
std::vector<TessVertex>* currentContour = nullptr;
// User data passed to gluTessBeginPolygon
void* polygonUserData = nullptr;
// Properties
GLenum windingRule = GLU_TESS_WINDING_POSITIVE;
};
extern "C" {
GLUtesselator* gluNewTess()
{
return new GLUtesselator();
}
void gluDeleteTess(GLUtesselator* tess)
{
delete tess;
}
void gluTessCallback(GLUtesselator* tess, GLenum which, _GLUfuncptr fn)
{
if (!tess) return;
switch (which) {
case GLU_TESS_VERTEX:
tess->vertexCallback = (void(*)(void*))fn;
break;
case GLU_TESS_VERTEX_DATA:
tess->vertexDataCallback = (void(*)(void*, void*))fn;
break;
case GLU_TESS_COMBINE:
tess->combineCallback = (void(*)(GLdouble[3], void*[4], GLfloat[4], void**))fn;
break;
case GLU_TESS_COMBINE_DATA:
tess->combineDataCallback = (void(*)(GLdouble[3], void*[4], GLfloat[4], void**, void*))fn;
break;
case GLU_TESS_EDGE_FLAG:
tess->edgeFlagCallback = (void(*)(GLboolean))fn;
break;
case GLU_TESS_EDGE_FLAG_DATA:
tess->edgeFlagDataCallback = (void(*)(GLboolean, void*))fn;
break;
case GLU_TESS_ERROR:
tess->errorCallback = (void(*)(GLenum))fn;
break;
case GLU_TESS_ERROR_DATA:
tess->errorDataCallback = (void(*)(GLenum, void*))fn;
break;
case GLU_TESS_BEGIN:
tess->beginCallback = (void(*)(GLenum))fn;
break;
case GLU_TESS_BEGIN_DATA:
tess->beginDataCallback = (void(*)(GLenum, void*))fn;
break;
case GLU_TESS_END:
tess->endCallback = (void(*)())fn;
break;
case GLU_TESS_END_DATA:
tess->endDataCallback = (void(*)(void*))fn;
break;
}
}
void gluTessProperty(GLUtesselator* tess, GLenum which, GLdouble value)
{
if (!tess) return;
if (which == GLU_TESS_WINDING_RULE)
tess->windingRule = static_cast<GLenum>(value);
}
void gluGetTessProperty(GLUtesselator* tess, GLenum which, GLdouble* value)
{
if (!tess || !value) return;
if (which == GLU_TESS_WINDING_RULE)
*value = static_cast<GLdouble>(tess->windingRule);
}
void gluTessNormal(GLUtesselator* tess, GLdouble x, GLdouble y, GLdouble z)
{
// Ignored - earcut works in 2D (XY plane)
(void)tess; (void)x; (void)y; (void)z;
}
void gluTessBeginPolygon(GLUtesselator* tess, void* userData)
{
if (!tess) return;
tess->contours.clear();
tess->currentContour = nullptr;
tess->polygonUserData = userData;
}
void gluTessBeginContour(GLUtesselator* tess)
{
if (!tess) return;
tess->contours.emplace_back();
tess->currentContour = &tess->contours.back();
}
void gluTessVertex(GLUtesselator* tess, GLdouble coords[3], void* data)
{
if (!tess || !tess->currentContour) return;
TessVertex v;
v.coords = {coords[0], coords[1], coords[2]};
v.userData = data;
tess->currentContour->push_back(v);
}
void gluTessEndContour(GLUtesselator* tess)
{
if (!tess) return;
tess->currentContour = nullptr;
}
void gluTessEndPolygon(GLUtesselator* tess)
{
if (!tess) return;
// Need at least one contour with 3+ vertices
if (tess->contours.empty())
return;
const auto& mainContour = tess->contours[0];
if (mainContour.size() < 3)
return;
// Convert to earcut format: vector of rings, each ring is vector of points
// earcut expects std::array<T, 2> or similar for 2D points
using Point = std::array<double, 2>;
std::vector<std::vector<Point>> polygon;
for (const auto& contour : tess->contours) {
std::vector<Point> ring;
for (const auto& v : contour) {
ring.push_back({v.coords[0], v.coords[1]});
}
polygon.push_back(ring);
}
// Run earcut triangulation
std::vector<uint32_t> indices = mapbox::earcut<uint32_t>(polygon);
// Build flat vertex list for index lookup
std::vector<const TessVertex*> allVertices;
for (const auto& contour : tess->contours) {
for (const auto& v : contour) {
allVertices.push_back(&v);
}
}
// Call edge flag callback to indicate we're producing triangles
// (edge flag callback forces GLU to output only triangles, which earcut always does)
if (tess->edgeFlagDataCallback)
tess->edgeFlagDataCallback(GL_TRUE, tess->polygonUserData);
else if (tess->edgeFlagCallback)
tess->edgeFlagCallback(GL_TRUE);
// Output triangles via vertex callback
// Each triangle is 3 consecutive indices
for (size_t i = 0; i < indices.size(); i += 3) {
// Get vertex indices for this triangle
uint32_t idx0 = indices[i];
uint32_t idx1 = indices[i + 1];
uint32_t idx2 = indices[i + 2];
// Emit the three vertices
if (tess->vertexDataCallback) {
tess->vertexDataCallback(allVertices[idx0]->userData, tess->polygonUserData);
tess->vertexDataCallback(allVertices[idx1]->userData, tess->polygonUserData);
tess->vertexDataCallback(allVertices[idx2]->userData, tess->polygonUserData);
} else if (tess->vertexCallback) {
tess->vertexCallback(allVertices[idx0]->userData);
tess->vertexCallback(allVertices[idx1]->userData);
tess->vertexCallback(allVertices[idx2]->userData);
}
}
}
const unsigned char* gluErrorString(GLenum error)
{
static const unsigned char errStr[] = "GLU tesselator error";
(void)error;
return errStr;
}
} // extern "C"

View file

@ -90,27 +90,9 @@ KIID niluuid;
// Note: GAL class is provided by graphics_abstraction_layer.cpp
//=============================================================================
// GLU tesselator stubs (needed for polygon rendering)
// These are no-op stubs - polygons won't render correctly until
// we add a real tesselator implementation
// GLU tesselator - now implemented in glu_tess_impl.cpp using earcut.hpp
//=============================================================================
extern "C" {
struct GLUtesselator {};
GLUtesselator* gluNewTess() { return new GLUtesselator(); }
void gluDeleteTess(GLUtesselator* tess) { delete tess; }
void gluTessProperty(GLUtesselator*, GLenum, GLdouble) {}
void gluTessCallback(GLUtesselator*, GLenum, void(*)()) {}
void gluTessBeginPolygon(GLUtesselator*, void*) {}
void gluTessEndPolygon(GLUtesselator*) {}
void gluTessBeginContour(GLUtesselator*) {}
void gluTessEndContour(GLUtesselator*) {}
void gluTessVertex(GLUtesselator*, GLdouble*, void*) {}
}
//=============================================================================
// Additional stubs from kicad_stubs.cpp that are needed
//=============================================================================