[Code] Neuesn Code ergänzt
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			@ -29,3 +29,6 @@ target_link_libraries(mesh ${OPENGL_LIBRARIES} ${GLUT_LIBRARY})
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add_executable (mesh_shading template_meshVisualisierung_projektion_depthBuffer_aa.c)
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target_link_libraries(mesh_shading ${OPENGL_LIBRARIES} ${GLUT_LIBRARY})
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add_executable (mesh_beleuchtung template_meshVisualisierung_beleuchtung.c)
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target_link_libraries(mesh_beleuchtung ${OPENGL_LIBRARIES} ${GLUT_LIBRARY})
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										611
									
								
								Code/template_meshVisualisierung_beleuchtung.c
									
										
									
									
									
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										611
									
								
								Code/template_meshVisualisierung_beleuchtung.c
									
										
									
									
									
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			@ -0,0 +1,611 @@
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#include <GL/glut.h>
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#include <math.h>
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#include <stdio.h>
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#define ORTHO 1
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#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);
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void key(unsigned char key, int x, int y);
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void init(void);
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void reshape(int, int);
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void display(void);
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int main(int, char **);
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void define_menu(void);
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void idle(void);
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void timer(int value);
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void readcloud(char* filename);
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void mouseactive(int x, int y);
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void mouse(int button, int state, int x, int y);
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void setProjection(int projType);
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void setAntiAliasing(int state);
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float cpoints[3 * 60000];
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float cvnormals[3 * 60000];
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float ccolors[3 * 60000];
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int ccoord[10 * 3 * 60000];
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float cnormals[10 * 3 * 60000];
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int maxcoords = 0;
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float cpointsmax[3];
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float cpointsmin[3];
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int cpoints_n = 0;
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float xoff;
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float yoff;
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float zoff;
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float zoom;
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int angle1;
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int angle2;
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const float stepsize = 0.05;
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const float anglestepsize = 0.01;
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int displaymodus = 1;
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int pressedbutton = 0;
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int startx, starty, startz;
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int startangle1;
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int startangle2;
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float startxoff;
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float startyoff;
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float startzoff;
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// default values
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int projType = PERSPECTIVE; // default: perspective projection
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int lights = 0;
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int shading = 0;
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float shininess = 2;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// FARBEN DER LICHT KOMPONENTEN
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// LICHT POSITION 
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// short cut color white
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float white[3] = { 0.5, 0.5, 0.5 };
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int main(int argc, char** argv)
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{
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    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.
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    glutInit(&argc, argv);
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	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); // Doublebuffer for animation
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	glutInitWindowSize(800, 800);
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	glutInitWindowPosition(400, 100);
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	glutCreateWindow("Mesh Visualization");
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	init();
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	glutMouseFunc(mouse);
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	glutMotionFunc(mouseactive);
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	glutDisplayFunc(display);
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	glutReshapeFunc(reshape);
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	glutKeyboardFunc(key);
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	printf("\n\nSTEUERUNG\nAnzeigemodi:\n");
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	printf("'0' nur Box\n'1' Points, Farbwerte nach Koordinate\n'2' Wireframe, Farbwerte nach Koordinate\n'3' Filled, Farbwerte nach Koordinate\n");
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	printf("'4' Points, Farbwerte aus Datei\n'5' Wireframe, Farbwerte aus Datei\n'6' Filled, Farbwerte aus Datei\n\n\n");
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	printf("Transformationen:\n linke Maustaste und x-y-Bewegung -> Rotation\n mittlere Maustaste und y-Richtung -> Zoom (entspricht einer Skalierung)\n");
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	printf(" rechte Maustaste und x-y-Bewegung -> Translation\n\n");
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	printf("Projektionsart aendern:\n");
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	printf("'o' orthographische Projektion, 'p' perspektivische Projektion \n\n");
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	printf("Licht Optionen\n");
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	printf(" 's'     : Shading Modus aendern (Flat / Gouraud)\n");
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	printf(" 'l'     : Licht ein-/ausschalten\n");
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	printf(" '+'/'-' : Spekular-Exponent aendern\n\n");
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	glutMainLoop();
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	return 0;
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}
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void displaycloud(int modus)
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{
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	int i = 0;
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	float range[3];
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	float directionVector[3][2];
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	float n[3];
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	float currentColor[3];
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	int counter = 0;
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	glEnable(GL_NORMALIZE);
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	glFrontFace(GL_CW);
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	for (i = 0; i < 3; i++)
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		range[i] = cpointsmax[i] - cpointsmin[i];
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	if (modus > 0)
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	{
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		if (modus == 1 || modus == 4) { // Darstellung von Punkten
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			glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
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		}
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		if (modus == 2 || modus == 5) { // Darstellung des Drahtgittermodells
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			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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		}
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		if (modus == 3 || modus == 6) { // Darstellung gefüllter Polygone
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			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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		}
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		glBegin(GL_TRIANGLES);
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		for (i = 0; i < maxcoords + 1; i++)
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		{
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			if (modus > 3) { // Darstellung der Farben aus dem Mesh-File
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				currentColor[0] = ccolors[ccoord[i] * 3];
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				currentColor[1] = ccolors[ccoord[i] * 3 + 1];
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				currentColor[2] = ccolors[ccoord[i] * 3 + 2];
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			}
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			else {  // Darstellung der interpolierten Farben entsprechend der Koordinaten
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				currentColor[0] = (cpoints[ccoord[i] * 3] - cpointsmin[0]) / range[0];
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				currentColor[1] = (cpoints[ccoord[i] * 3 + 1] - cpointsmin[1]) / range[1];
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				currentColor[2] = (cpoints[ccoord[i] * 3 + 2] - cpointsmin[2]) / range[2];
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			}
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			if (lights == 1) {
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				////////////////////////////////////////////////////////////////////////////////////////////////////////
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				// MATERIAL DEFINTION 
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				////////////////////////////////////////////////////////////////////////////////////////////////////////
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			}
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			else {
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				glColor3f(currentColor[0], currentColor[1], currentColor[2]);
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			}
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			// for flat shading: one normal per triangle (before defintion of vertices) is sufficient
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			// cnormals contains the surface normal
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			if (counter == 0) {
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				if (shading == 0) {
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					glNormal3f(cnormals[i], cnormals[i + 1], cnormals[i + 2]);
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				}
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			}
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			counter++;
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			if (counter == 3) {
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				counter = 0;
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			}
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			// for gouraud shading we need the normal of each vertex
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			// cvnormals contains the vertex normals
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			if (shading == 1) {
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				glNormal3f(cvnormals[ccoord[i] * 3], cvnormals[ccoord[i] * 3 + 1], cvnormals[ccoord[i] * 3 + 2]);
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			}
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			glVertex3f(cpoints[ccoord[i] * 3], cpoints[ccoord[i] * 3 + 1], cpoints[ccoord[i] * 3 + 2]);
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		}
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		glEnd();
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	}
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}
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void display(void) {
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	if (lights == 1) {
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		//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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		// LICHT DEFINITION
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		// SHADING DEFINTION
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		if (shading == 0) { // Flat Shading
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		}
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		else if (shading == 1) { // Gouraud Shading
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		}
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		/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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	}
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	else {
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		glDisable(GL_LIGHTING);
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	}
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	// projection switch
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	switch (projType) {
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	case ORTHO:
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		glMatrixMode(GL_PROJECTION);
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		glLoadIdentity();
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		glOrtho(-2 - zoff, 2 + zoff, -2 - zoff, 2 + zoff, -2, 10);
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		glMatrixMode(GL_MODELVIEW);
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		glLoadIdentity();
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		gluLookAt(0.0, 0.0, 0.01, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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		break;
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	case PERSPECTIVE:
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		glMatrixMode(GL_PROJECTION);
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		glLoadIdentity();
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		gluPerspective(45.0, 1.0, 3.0, 7.0);
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		glMatrixMode(GL_MODELVIEW);
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		glLoadIdentity();
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		gluLookAt(0, 0, 5 + zoff, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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		break;
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	}
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	glPushMatrix();
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	// enable depth buffer and clear color/depth buffer
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	glClearDepth(1);			// Default: 1 
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	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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	glEnable(GL_DEPTH_TEST);
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	glDepthFunc(GL_LESS);	// Default: GL_LESS
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	glColor3f(0.0, 0.0, 0.0);
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	// center and rotate
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	glTranslatef(xoff, yoff, 0);
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	glRotatef(angle2, 1.0, 0.0, 0.0);
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	glRotatef(angle1, 0.0, 1.0, 0.0);
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	//display
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	displaycloud(displaymodus);
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	// draw box
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	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, white);
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	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
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	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
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	glColor3f(0.0, 0.0, 0.0);
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	glBegin(GL_LINE_LOOP);
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	glVertex3f(cpointsmax[0], cpointsmax[1], cpointsmax[2]);
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	glVertex3f(cpointsmin[0], cpointsmax[1], cpointsmax[2]);
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	glVertex3f(cpointsmin[0], cpointsmin[1], cpointsmax[2]);
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	glVertex3f(cpointsmax[0], cpointsmin[1], cpointsmax[2]);
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	glEnd();
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	glBegin(GL_LINE_LOOP);
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	glVertex3f(cpointsmax[0], cpointsmax[1], cpointsmin[2]);
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	glVertex3f(cpointsmin[0], cpointsmax[1], cpointsmin[2]);
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	glVertex3f(cpointsmin[0], cpointsmin[1], cpointsmin[2]);
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	glVertex3f(cpointsmax[0], cpointsmin[1], cpointsmin[2]);
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	glEnd();
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	glBegin(GL_LINES);
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	glVertex3f(cpointsmax[0], cpointsmax[1], cpointsmax[2]);
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	glVertex3f(cpointsmax[0], cpointsmax[1], cpointsmin[2]);
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	glVertex3f(cpointsmin[0], cpointsmax[1], cpointsmax[2]);
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	glVertex3f(cpointsmin[0], cpointsmax[1], cpointsmin[2]);
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	glVertex3f(cpointsmin[0], cpointsmin[1], cpointsmax[2]);
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	glVertex3f(cpointsmin[0], cpointsmin[1], cpointsmin[2]);
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	glVertex3f(cpointsmax[0], cpointsmin[1], cpointsmax[2]);
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	glVertex3f(cpointsmax[0], cpointsmin[1], cpointsmin[2]);
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	glEnd();
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	glPopMatrix();
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	glPopMatrix();
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	glutSwapBuffers(); // Buffer for animation needs to be swapped
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}
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void init(void)
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{
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	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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	glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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	glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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	glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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	glClearColor(0.99, 0.99, 0.99, 0.0);
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	glLoadIdentity();
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	xoff = 0.0;
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	yoff = 0.0;
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	zoff = 0.0;
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	zoom = 1;
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	angle1 = 45;
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	angle2 = 45;
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}
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void reshape(int w, int h)
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{
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	glViewport(0, 0, w, h);
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	glClear(GL_COLOR_BUFFER_BIT);
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}
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void idle()
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{
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}
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void timer(int value)
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{
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}
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void readcloud(char* filename)
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{
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	int i = 0;
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	int j = 0;
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	int k = 0;
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	int numVertices = 0;
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	int counter = 0;
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	float directionVector[3][2];
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	float n[3];
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	float x, y, z;
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	float temp;
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	int index;
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	int indexBegin;
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	int numNeighbouringFaces = 0;
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	FILE * f;
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	int abbruch = 0;
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	char str[200] = "";
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	printf("Lese '%s' ein\n", filename);
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	f = fopen(filename, "r");
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	printf("Ueberspringe Kopf...\n");
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	// Kopf Überspringen
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	while (!feof(f) && str[0] != '[')
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		fscanf(f, "%s", str);
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	printf("Lese Punkte ein...\n");
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	//Punkte einlesen
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	while (!feof(f) && abbruch == 0)
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	{
 | 
			
		||||
		//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");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void key(unsigned char k, int x, int y);
 | 
			
		||||
void mouseactive(int x, int y)
 | 
			
		||||
{
 | 
			
		||||
	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();
 | 
			
		||||
}
 | 
			
		||||
void mouse(int button, int state, int x, int y)
 | 
			
		||||
{
 | 
			
		||||
	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;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void MainMenu(int value)
 | 
			
		||||
{
 | 
			
		||||
	switch (value) {
 | 
			
		||||
 | 
			
		||||
	case 2:
 | 
			
		||||
		key('q', 0, 0);
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void submenu1(int value)
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void define_menu()
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void key(unsigned char k, int x, int y)
 | 
			
		||||
{
 | 
			
		||||
	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();
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										613
									
								
								Code_Original/template_meshVisualisierung_beleuchtung.c
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										613
									
								
								Code_Original/template_meshVisualisierung_beleuchtung.c
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,613 @@
 | 
			
		|||
#include <glut.h>
 | 
			
		||||
#include <math.h>
 | 
			
		||||
#include <stdio.h>
 | 
			
		||||
 | 
			
		||||
#define ORTHO 1
 | 
			
		||||
#define PERSPECTIVE 2
 | 
			
		||||
 | 
			
		||||
#pragma warning(disable:4996)
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
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);
 | 
			
		||||
int main(int, char **);
 | 
			
		||||
void define_menu();
 | 
			
		||||
void idle();
 | 
			
		||||
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
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// LICHT POSITION 
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
////////////////////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
// short cut color white
 | 
			
		||||
float white[3] = { 0.5, 0.5, 0.5 };
 | 
			
		||||
 | 
			
		||||
int main(int argc, char** argv)
 | 
			
		||||
{
 | 
			
		||||
	readcloud("C:\\tmp\\bones.txt");		// change this in case the point cloud is saved somewhere else.
 | 
			
		||||
	glutInit(&argc, argv);
 | 
			
		||||
	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\nSTEUERUNG\nAnzeigemodi:\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;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void displaycloud(int modus)
 | 
			
		||||
{
 | 
			
		||||
	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 
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
				////////////////////////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
			}
 | 
			
		||||
			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();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
void display(void) {
 | 
			
		||||
	if (lights == 1) {
 | 
			
		||||
		//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
		// LICHT DEFINITION
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		// SHADING DEFINTION
 | 
			
		||||
		if (shading == 0) { // Flat Shading
 | 
			
		||||
			
 | 
			
		||||
		}
 | 
			
		||||
		else if (shading == 1) { // Gouraud Shading
 | 
			
		||||
			
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 | 
			
		||||
	}
 | 
			
		||||
	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
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void init(void)
 | 
			
		||||
{
 | 
			
		||||
	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;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void reshape(int w, int h)
 | 
			
		||||
{
 | 
			
		||||
	glViewport(0, 0, w, h);
 | 
			
		||||
	glClear(GL_COLOR_BUFFER_BIT);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void idle()
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void timer(int value)
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void readcloud(char* filename)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
	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");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void key(unsigned char k, int x, int y);
 | 
			
		||||
void mouseactive(int x, int y)
 | 
			
		||||
{
 | 
			
		||||
	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();
 | 
			
		||||
}
 | 
			
		||||
void mouse(int button, int state, int x, int y)
 | 
			
		||||
{
 | 
			
		||||
	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;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void MainMenu(int value)
 | 
			
		||||
{
 | 
			
		||||
	switch (value) {
 | 
			
		||||
 | 
			
		||||
	case 2:
 | 
			
		||||
		key('q', 0, 0);
 | 
			
		||||
		break;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void
 | 
			
		||||
submenu1(int value)
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void define_menu()
 | 
			
		||||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void key(unsigned char k, int x, int y)
 | 
			
		||||
{
 | 
			
		||||
	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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