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# include <GL/glut.h>
# include <math.h>
# include <stdio.h>
# define ORTHO 1
# define PERSPECTIVE 2
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# pragma warning(disable : 4996)
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void mouse ( int button , int state , int x , int y ) ;
void key ( unsigned char key , int x , int y ) ;
void init ( void ) ;
void reshape ( int , int ) ;
void display ( void ) ;
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int main ( int , char * * ) ;
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void define_menu ( void ) ;
void idle ( void ) ;
void timer ( int value ) ;
void readcloud ( char * filename ) ;
void mouseactive ( int x , int y ) ;
void mouse ( int button , int state , int x , int y ) ;
void setProjection ( int projType ) ;
void setAntiAliasing ( int state ) ;
float cpoints [ 3 * 60000 ] ;
float cvnormals [ 3 * 60000 ] ;
float ccolors [ 3 * 60000 ] ;
int ccoord [ 10 * 3 * 60000 ] ;
float cnormals [ 10 * 3 * 60000 ] ;
int maxcoords = 0 ;
float cpointsmax [ 3 ] ;
float cpointsmin [ 3 ] ;
int cpoints_n = 0 ;
float xoff ;
float yoff ;
float zoff ;
float zoom ;
int angle1 ;
int angle2 ;
const float stepsize = 0.05 ;
const float anglestepsize = 0.01 ;
int displaymodus = 1 ;
int pressedbutton = 0 ;
int startx , starty , startz ;
int startangle1 ;
int startangle2 ;
float startxoff ;
float startyoff ;
float startzoff ;
// default values
int projType = PERSPECTIVE ; // default: perspective projection
int lights = 0 ;
int shading = 0 ;
float shininess = 2 ;
////////////////////////////////////////////////////////////////////////////////////////////////////
// FARBEN DER LICHT KOMPONENTEN
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float ambietntLightColor [ 3 ] = { 0.1f , 0.1f , 0.1f } ;
float diffuseLightColor [ 3 ] = { 0.5f , 0.5f , 0.5 } ;
float specularLightColor [ 3 ] = { 1.0f , 1.0f , 1.0f } ;
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// LICHT POSITION
float lightPosition [ 4 ] = { 0 , 0 , 1 , 1 } ;
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////////////////////////////////////////////////////////////////////////////////////////////////////
// short cut color white
float white [ 3 ] = { 0.5 , 0.5 , 0.5 } ;
int main ( int argc , char * * argv )
{
readcloud ( " /home/andre/shares/Bachelor/DHBW_AI_16/4303_Computergraphik_Hopp/Code/bones.txt " ) ; // change this in case the point cloud is saved somewhere else.
glutInit ( & argc , argv ) ;
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glutInitDisplayMode ( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ) ; // Doublebuffer for animation
glutInitWindowSize ( 800 , 800 ) ;
glutInitWindowPosition ( 400 , 100 ) ;
glutCreateWindow ( " Mesh Visualization " ) ;
init ( ) ;
glutMouseFunc ( mouse ) ;
glutMotionFunc ( mouseactive ) ;
glutDisplayFunc ( display ) ;
glutReshapeFunc ( reshape ) ;
glutKeyboardFunc ( key ) ;
printf ( " \n \n STEUERUNG \n Anzeigemodi: \n " ) ;
printf ( " '0' nur Box \n '1' Points, Farbwerte nach Koordinate \n '2' Wireframe, Farbwerte nach Koordinate \n '3' Filled, Farbwerte nach Koordinate \n " ) ;
printf ( " '4' Points, Farbwerte aus Datei \n '5' Wireframe, Farbwerte aus Datei \n '6' Filled, Farbwerte aus Datei \n \n \n " ) ;
printf ( " Transformationen: \n linke Maustaste und x-y-Bewegung -> Rotation \n mittlere Maustaste und y-Richtung -> Zoom (entspricht einer Skalierung) \n " ) ;
printf ( " rechte Maustaste und x-y-Bewegung -> Translation \n \n " ) ;
printf ( " Projektionsart aendern: \n " ) ;
printf ( " 'o' orthographische Projektion, 'p' perspektivische Projektion \n \n " ) ;
printf ( " Licht Optionen \n " ) ;
printf ( " 's' : Shading Modus aendern (Flat / Gouraud) \n " ) ;
printf ( " 'l' : Licht ein-/ausschalten \n " ) ;
printf ( " '+'/'-' : Spekular-Exponent aendern \n \n " ) ;
glutMainLoop ( ) ;
return 0 ;
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}
void displaycloud ( int modus )
{
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int i = 0 ;
float range [ 3 ] ;
float directionVector [ 3 ] [ 2 ] ;
float n [ 3 ] ;
float currentColor [ 3 ] ;
int counter = 0 ;
glEnable ( GL_NORMALIZE ) ;
glFrontFace ( GL_CW ) ;
for ( i = 0 ; i < 3 ; i + + )
range [ i ] = cpointsmax [ i ] - cpointsmin [ i ] ;
if ( modus > 0 ) {
if ( modus = = 1 | | modus = = 4 ) { // Darstellung von Punkten
glPolygonMode ( GL_FRONT_AND_BACK , GL_POINT ) ;
}
if ( modus = = 2 | | modus = = 5 ) { // Darstellung des Drahtgittermodells
glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
}
if ( modus = = 3 | | modus = = 6 ) { // Darstellung gefüllter Polygone
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
}
glBegin ( GL_TRIANGLES ) ;
for ( i = 0 ; i < maxcoords + 1 ; i + + ) {
if ( modus > 3 ) { // Darstellung der Farben aus dem Mesh-File
currentColor [ 0 ] = ccolors [ ccoord [ i ] * 3 ] ;
currentColor [ 1 ] = ccolors [ ccoord [ i ] * 3 + 1 ] ;
currentColor [ 2 ] = ccolors [ ccoord [ i ] * 3 + 2 ] ;
} else { // Darstellung der interpolierten Farben entsprechend der Koordinaten
currentColor [ 0 ] = ( cpoints [ ccoord [ i ] * 3 ] - cpointsmin [ 0 ] ) / range [ 0 ] ;
currentColor [ 1 ] = ( cpoints [ ccoord [ i ] * 3 + 1 ] - cpointsmin [ 1 ] ) / range [ 1 ] ;
currentColor [ 2 ] = ( cpoints [ ccoord [ i ] * 3 + 2 ] - cpointsmin [ 2 ] ) / range [ 2 ] ;
}
if ( lights = = 1 ) {
////////////////////////////////////////////////////////////////////////////////////////////////////////
// MATERIAL DEFINTION
glMaterialfv ( GL_FRONT_AND_BACK , GL_AMBIENT , currentColor ) ;
glMaterialfv ( GL_FRONT_AND_BACK , GL_DIFFUSE , currentColor ) ;
glMaterialfv ( GL_FRONT_AND_BACK , GL_SPECULAR , currentColor ) ;
glMaterialf ( GL_FRONT_AND_BACK , GL_SHININESS , shininess ) ;
////////////////////////////////////////////////////////////////////////////////////////////////////////
} else {
glColor3f ( currentColor [ 0 ] , currentColor [ 1 ] , currentColor [ 2 ] ) ;
}
// for flat shading: one normal per triangle (before defintion of vertices) is sufficient
// cnormals contains the surface normal
if ( counter = = 0 ) {
if ( shading = = 0 ) {
glNormal3f ( cnormals [ i ] , cnormals [ i + 1 ] , cnormals [ i + 2 ] ) ;
}
}
counter + + ;
if ( counter = = 3 ) {
counter = 0 ;
}
// for gouraud shading we need the normal of each vertex
// cvnormals contains the vertex normals
if ( shading = = 1 ) {
glNormal3f ( cvnormals [ ccoord [ i ] * 3 ] , cvnormals [ ccoord [ i ] * 3 + 1 ] , cvnormals [ ccoord [ i ] * 3 + 2 ] ) ;
}
glVertex3f ( cpoints [ ccoord [ i ] * 3 ] , cpoints [ ccoord [ i ] * 3 + 1 ] , cpoints [ ccoord [ i ] * 3 + 2 ] ) ;
}
glEnd ( ) ;
}
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}
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void display ( void )
{
if ( lights = = 1 ) {
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// LICHT DEFINITION
glEnable ( GL_LIGHT0 ) ;
glLightfv ( GL_LIGHT0 , GL_AMBIENT , ambietntLightColor ) ;
glLightfv ( GL_LIGHT0 , GL_DIFFUSE , diffuseLightColor ) ;
glLightfv ( GL_LIGHT0 , GL_SPECULAR , specularLightColor ) ;
glLightfv ( GL_LIGHT0 , GL_POSITION , lightPosition ) ;
glEnable ( GL_LIGHTING ) ;
// SHADING DEFINTION
if ( shading = = 0 ) { // Flat Shading
glShadeModel ( GL_FLAT ) ;
} else if ( shading = = 1 ) { // Gouraud Shading
glShadeModel ( GL_SMOOTH ) ;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
} else {
glDisable ( GL_LIGHTING ) ;
}
// projection switch
switch ( projType ) {
case ORTHO :
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
glOrtho ( - 2 - zoff , 2 + zoff , - 2 - zoff , 2 + zoff , - 2 , 10 ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
gluLookAt ( 0.0 , 0.0 , 0.01 , 0.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 ) ;
break ;
case PERSPECTIVE :
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
gluPerspective ( 45.0 , 1.0 , 3.0 , 7.0 ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
gluLookAt ( 0 , 0 , 5 + zoff , 0.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 ) ;
break ;
}
glPushMatrix ( ) ;
// enable depth buffer and clear color/depth buffer
glClearDepth ( 1 ) ; // Default: 1
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDepthFunc ( GL_LESS ) ; // Default: GL_LESS
glColor3f ( 0.0 , 0.0 , 0.0 ) ;
// center and rotate
glTranslatef ( xoff , yoff , 0 ) ;
glRotatef ( angle2 , 1.0 , 0.0 , 0.0 ) ;
glRotatef ( angle1 , 0.0 , 1.0 , 0.0 ) ;
//display
displaycloud ( displaymodus ) ;
// draw box
glMaterialfv ( GL_FRONT_AND_BACK , GL_AMBIENT , white ) ;
glMaterialfv ( GL_FRONT_AND_BACK , GL_DIFFUSE , white ) ;
glMaterialfv ( GL_FRONT_AND_BACK , GL_SPECULAR , white ) ;
glMaterialf ( GL_FRONT_AND_BACK , GL_SHININESS , shininess ) ;
glColor3f ( 0.0 , 0.0 , 0.0 ) ;
glBegin ( GL_LINE_LOOP ) ;
glVertex3f ( cpointsmax [ 0 ] , cpointsmax [ 1 ] , cpointsmax [ 2 ] ) ;
glVertex3f ( cpointsmin [ 0 ] , cpointsmax [ 1 ] , cpointsmax [ 2 ] ) ;
glVertex3f ( cpointsmin [ 0 ] , cpointsmin [ 1 ] , cpointsmax [ 2 ] ) ;
glVertex3f ( cpointsmax [ 0 ] , cpointsmin [ 1 ] , cpointsmax [ 2 ] ) ;
glEnd ( ) ;
glBegin ( GL_LINE_LOOP ) ;
glVertex3f ( cpointsmax [ 0 ] , cpointsmax [ 1 ] , cpointsmin [ 2 ] ) ;
glVertex3f ( cpointsmin [ 0 ] , cpointsmax [ 1 ] , cpointsmin [ 2 ] ) ;
glVertex3f ( cpointsmin [ 0 ] , cpointsmin [ 1 ] , cpointsmin [ 2 ] ) ;
glVertex3f ( cpointsmax [ 0 ] , cpointsmin [ 1 ] , cpointsmin [ 2 ] ) ;
glEnd ( ) ;
glBegin ( GL_LINES ) ;
glVertex3f ( cpointsmax [ 0 ] , cpointsmax [ 1 ] , cpointsmax [ 2 ] ) ;
glVertex3f ( cpointsmax [ 0 ] , cpointsmax [ 1 ] , cpointsmin [ 2 ] ) ;
glVertex3f ( cpointsmin [ 0 ] , cpointsmax [ 1 ] , cpointsmax [ 2 ] ) ;
glVertex3f ( cpointsmin [ 0 ] , cpointsmax [ 1 ] , cpointsmin [ 2 ] ) ;
glVertex3f ( cpointsmin [ 0 ] , cpointsmin [ 1 ] , cpointsmax [ 2 ] ) ;
glVertex3f ( cpointsmin [ 0 ] , cpointsmin [ 1 ] , cpointsmin [ 2 ] ) ;
glVertex3f ( cpointsmax [ 0 ] , cpointsmin [ 1 ] , cpointsmax [ 2 ] ) ;
glVertex3f ( cpointsmax [ 0 ] , cpointsmin [ 1 ] , cpointsmin [ 2 ] ) ;
glEnd ( ) ;
glPopMatrix ( ) ;
glPopMatrix ( ) ;
glutSwapBuffers ( ) ; // Buffer for animation needs to be swapped
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}
void init ( void )
{
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glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glHint ( GL_LINE_SMOOTH_HINT , GL_NICEST ) ;
glHint ( GL_POINT_SMOOTH_HINT , GL_NICEST ) ;
glHint ( GL_POLYGON_SMOOTH_HINT , GL_NICEST ) ;
glClearColor ( 0.99 , 0.99 , 0.99 , 0.0 ) ;
glLoadIdentity ( ) ;
xoff = 0.0 ;
yoff = 0.0 ;
zoff = 0.0 ;
zoom = 1 ;
angle1 = 45 ;
angle2 = 45 ;
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}
void reshape ( int w , int h )
{
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glViewport ( 0 , 0 , w , h ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
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}
void idle ( )
{
}
void timer ( int value )
{
}
void readcloud ( char * filename )
{
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int i = 0 ;
int j = 0 ;
int k = 0 ;
int numVertices = 0 ;
int counter = 0 ;
float directionVector [ 3 ] [ 2 ] ;
float n [ 3 ] ;
float x , y , z ;
float temp ;
int index ;
int indexBegin ;
int numNeighbouringFaces = 0 ;
FILE * f ;
int abbruch = 0 ;
char str [ 200 ] = " " ;
printf ( " Lese '%s' ein \n " , filename ) ;
f = fopen ( filename , " r " ) ;
printf ( " Ueberspringe Kopf... \n " ) ;
// Kopf Überspringen
while ( ! feof ( f ) & & str [ 0 ] ! = ' [ ' )
fscanf ( f , " %s " , str ) ;
printf ( " Lese Punkte ein... \n " ) ;
//Punkte einlesen
while ( ! feof ( f ) & & abbruch = = 0 ) {
//einlesen
if ( ( ( i + 1 ) % 3 ) = = 0 )
fscanf ( f , " %f %c " , & cpoints [ i ] , str ) ;
else
fscanf ( f , " %f " , & cpoints [ i ] ) ;
// Extremalwerte initialisieren
if ( i < 3 ) {
cpointsmax [ i % 3 ] = cpoints [ i ] ;
cpointsmin [ i % 3 ] = cpoints [ i ] ;
}
//Abbruch, wenn alle Punkte 0 sind, (nicht ganz sauber, aber funktioniert, wenn nicht zufällig der Urspung ein gültiger Punkt ist)
if ( i > 3 & & cpoints [ i - 2 ] = = 0 & & cpoints [ i - 1 ] = = 0 & & cpoints [ i ] = = 0 )
abbruch = 1 ;
//Extremalwerte gegebenenfalls erneuern
if ( cpoints [ i ] > cpointsmax [ i % 3 ] & & cpoints [ i ] ! = 0 )
cpointsmax [ i % 3 ] = cpoints [ i ] ;
if ( cpoints [ i ] < cpointsmin [ i % 3 ] & & cpoints [ i ] ! = 0 )
cpointsmin [ i % 3 ] = cpoints [ i ] ;
i + + ;
}
cpoints_n = i - 1 ;
printf ( " Es wurden %i Vertices gelesen \n " , cpoints_n / 3 ) ;
printf ( " Koordinaten sind in den Intervallen [%f,%f] [%f,%f] [%f,%f] \n \n " , cpointsmin [ 0 ] , cpointsmax [ 0 ] , cpointsmin [ 1 ] , cpointsmax [ 1 ] , cpointsmin [ 2 ] , cpointsmax [ 2 ] ) ;
abbruch = 0 ;
i = 0 ;
//warten, bis es zu den colors geht
while ( ! feof ( f ) & & str [ 0 ] ! = ' [ ' )
fscanf ( f , " %s " , str ) ;
printf ( " Lese Farben ein... \n " ) ;
// Farben einlesen
while ( ! feof ( f ) & & abbruch = = 0 ) {
//einlesen
if ( ( ( i + 1 ) % 3 ) = = 0 )
fscanf ( f , " %f %c " , & ccolors [ i ] , str ) ;
else
fscanf ( f , " %f " , & ccolors [ i ] ) ;
//Abbruch, wenn alle farben 0 sind, (nicht ganz sauber, aber funktioniert, wenn nicht zufällig schwarz eine gültige Farbe ist)
if ( i > 3 & & ccolors [ i - 2 ] = = 0 & & ccolors [ i - 1 ] = = 0 & & ccolors [ i ] = = 0 )
abbruch = 1 ;
i + + ;
}
printf ( " Es wurden %i Farben eingelesen \n \n " , ( i - 1 ) / 3 ) ;
abbruch = 0 ;
i = 0 ;
//warten, bis es zu den koordinaten geht
while ( ! feof ( f ) & & str [ 0 ] ! = ' [ ' )
fscanf ( f , " %s " , str ) ;
printf ( " Lese Koordinaten fuer die Dreiecke ein... \n " ) ;
// Koordinaten einlesen
while ( ! feof ( f ) & & abbruch < 2 ) {
//einlesen
fscanf ( f , " %i %c " , & ccoord [ i ] , str ) ;
//printf("%i\n",ccoord[i]);
//Abbruch, wenn alle Dreiecke 0 sind, (nicht ganz sauber, aber funktioniert, wenn nicht zufällig der Urspung ein gültiger Punkt ist)
if ( ccoord [ i ] = = - 1 ) {
i - - ;
abbruch + + ;
} else
abbruch = 0 ;
i + + ;
}
maxcoords = i - 1 ;
printf ( " Es wurden %i Dreiecke eingelesen \n " , ( maxcoords + 1 ) / 3 ) ; // drei Punkte bilden ein Dreieck
fclose ( f ) ;
printf ( " Einlesen beendet \n \n " ) ;
for ( j = 0 ; j < cpoints_n ; j + + ) {
// normalize
cpoints [ j ] = cpoints [ j ] - cpointsmin [ j % 3 ] ;
cpoints [ j ] = 2 * cpoints [ j ] / ( cpointsmax [ j % 3 ] - cpointsmin [ j % 3 ] ) ;
cpoints [ j ] = cpoints [ j ] - 1 ;
}
cpointsmin [ 0 ] = - 1 ;
cpointsmin [ 1 ] = - 1 ;
cpointsmin [ 2 ] = - 1 ;
cpointsmax [ 0 ] = 1 ;
cpointsmax [ 1 ] = 1 ;
cpointsmax [ 2 ] = 1 ;
for ( j = 0 ; j < cpoints_n ; j + + ) {
if ( j % 3 = = 1 ) { // y-coordinate change with z-coordinate
temp = cpoints [ j ] ;
cpoints [ j ] = cpoints [ j + 1 ] ;
cpoints [ j + 1 ] = temp ;
}
}
printf ( " Berechne Flächen- und Vertexnormalen... \n " ) ;
counter = 0 ;
for ( i = 0 ; i < maxcoords + 1 ; i + + ) {
if ( counter = = 0 ) {
// Richtungsvektoren der Ebene aus jeweils zwei Seiten des Dreiecks
directionVector [ 0 ] [ 0 ] = cpoints [ ccoord [ i + 1 ] * 3 ] - cpoints [ ccoord [ i ] * 3 ] ;
directionVector [ 1 ] [ 0 ] = cpoints [ ccoord [ i + 1 ] * 3 + 1 ] - cpoints [ ccoord [ i ] * 3 + 1 ] ;
directionVector [ 2 ] [ 0 ] = cpoints [ ccoord [ i + 1 ] * 3 + 2 ] - cpoints [ ccoord [ i ] * 3 + 2 ] ;
directionVector [ 0 ] [ 1 ] = cpoints [ ccoord [ i + 2 ] * 3 ] - cpoints [ ccoord [ i ] * 3 ] ;
directionVector [ 1 ] [ 1 ] = cpoints [ ccoord [ i + 2 ] * 3 + 1 ] - cpoints [ ccoord [ i ] * 3 + 1 ] ;
directionVector [ 2 ] [ 1 ] = cpoints [ ccoord [ i + 2 ] * 3 + 2 ] - cpoints [ ccoord [ i ] * 3 + 2 ] ;
// Normalenvektor als Kreuzprodukt der beiden Seiten
n [ 0 ] = ( directionVector [ 1 ] [ 0 ] * directionVector [ 2 ] [ 1 ] ) - ( directionVector [ 2 ] [ 0 ] * directionVector [ 1 ] [ 1 ] ) ;
n [ 1 ] = ( directionVector [ 2 ] [ 0 ] * directionVector [ 0 ] [ 1 ] ) - ( directionVector [ 0 ] [ 0 ] * directionVector [ 2 ] [ 1 ] ) ;
n [ 2 ] = ( directionVector [ 0 ] [ 0 ] * directionVector [ 1 ] [ 1 ] ) - ( directionVector [ 1 ] [ 0 ] * directionVector [ 0 ] [ 1 ] ) ;
// Normalenvektor in Array speichern
cnormals [ i ] = n [ 0 ] ;
cnormals [ i + 1 ] = n [ 1 ] ;
cnormals [ i + 2 ] = n [ 2 ] ;
// Aufaddieren der Normalen an den Betroffenen Vertices, die das Dreieck bilden
cvnormals [ ccoord [ i ] * 3 ] = cvnormals [ ccoord [ i ] * 3 ] + n [ 0 ] ;
cvnormals [ ccoord [ i ] * 3 + 1 ] = cvnormals [ ccoord [ i ] * 3 + 1 ] + n [ 1 ] ;
cvnormals [ ccoord [ i ] * 3 + 2 ] = cvnormals [ ccoord [ i ] * 3 + 2 ] + n [ 2 ] ;
cvnormals [ ccoord [ i + 1 ] * 3 ] = cvnormals [ ccoord [ i + 1 ] * 3 ] + n [ 0 ] ;
cvnormals [ ccoord [ i + 1 ] * 3 + 1 ] = cvnormals [ ccoord [ i + 1 ] * 3 + 1 ] + n [ 1 ] ;
cvnormals [ ccoord [ i + 1 ] * 3 + 2 ] = cvnormals [ ccoord [ i + 1 ] * 3 + 2 ] + n [ 2 ] ;
cvnormals [ ccoord [ i + 2 ] * 3 ] = cvnormals [ ccoord [ i + 2 ] * 3 ] + n [ 0 ] ;
cvnormals [ ccoord [ i + 2 ] * 3 + 1 ] = cvnormals [ ccoord [ i + 2 ] * 3 + 1 ] + n [ 1 ] ;
cvnormals [ ccoord [ i + 2 ] * 3 + 2 ] = cvnormals [ ccoord [ i + 2 ] * 3 + 2 ] + n [ 2 ] ;
}
counter + + ;
if ( counter = = 3 ) {
counter = 0 ;
}
}
printf ( " ... beendet. \n " ) ;
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}
void key ( unsigned char k , int x , int y ) ;
void mouseactive ( int x , int y )
{
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if ( pressedbutton = = GLUT_LEFT_BUTTON ) {
angle1 = startangle1 + ( x - startx ) / 10 ;
angle2 = startangle2 + ( y - starty ) / 10 ;
}
if ( pressedbutton = = GLUT_RIGHT_BUTTON ) {
xoff = startxoff + ( float ) ( x - startx ) / 100 ;
yoff = startyoff + ( float ) ( y - starty ) / 100 ;
}
if ( pressedbutton = = GLUT_MIDDLE_BUTTON ) {
zoff = startzoff + ( ( float ) ( y - startz ) / 100 ) ;
}
glutPostRedisplay ( ) ;
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}
void mouse ( int button , int state , int x , int y )
{
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if ( state = = GLUT_DOWN ) {
pressedbutton = button ;
startx = x ;
starty = y ;
startz = y ;
startangle1 = angle1 ;
startangle2 = angle2 ;
startxoff = xoff ;
startyoff = yoff ;
startzoff = zoff ;
} else
pressedbutton = 0 ;
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}
void MainMenu ( int value )
{
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switch ( value ) {
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case 2 :
key ( ' q ' , 0 , 0 ) ;
break ;
}
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}
void submenu1 ( int value )
{
}
void define_menu ( )
{
}
void key ( unsigned char k , int x , int y )
{
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switch ( k ) {
case 8 : //BACKSPACE
init ( ) ;
break ;
case 27 :
case ' q ' :
case ' Q ' :
exit ( 0 ) ;
case ' o ' :
projType = ORTHO ;
printf ( " Projektion: ORTHOGRAPHIC \n " ) ;
glutPostRedisplay ( ) ;
break ;
case ' p ' :
projType = PERSPECTIVE ;
printf ( " Projektion: PERSPECTIVE \n " ) ;
glutPostRedisplay ( ) ;
break ;
case ' l ' :
if ( lights = = 0 )
lights = 1 ;
else
lights = 0 ;
break ;
case ' + ' :
shininess = shininess + 0.1 ;
printf ( " Shininess: %f \n " , shininess ) ;
break ;
case ' - ' :
shininess = shininess - 0.1 ;
printf ( " Shininess: %f \n " , shininess ) ;
break ;
case ' s ' :
if ( shading = = 1 ) {
shading = 0 ;
printf ( " Shading = FLAT \n " ) ;
} else if ( shading = = 0 ) {
shading = 1 ;
printf ( " Shading = GOURAUD \n " ) ;
}
break ;
default :
if ( k > ' 0 ' - 1 & & k < ' 7 ' ) {
displaymodus = k - ' 0 ' ;
printf ( " Display-Modus: %i \n " , displaymodus ) ;
} else {
printf ( " Taste %c mit Steuerzeichen %i nicht belegt \n " , k , k ) ;
}
break ;
}
glutPostRedisplay ( ) ;
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}