From 57f5e41f0b09072110fb49f86386f15eaeba4bc6 Mon Sep 17 00:00:00 2001 From: Andre Meyering Date: Wed, 21 Nov 2018 15:46:14 +0100 Subject: [PATCH] =?UTF-8?q?[Code]=20Code=20hinzugef=C3=BCgt?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../template_meshVisualisierung_beleuchtung.c | 872 +++++++++--------- 1 file changed, 414 insertions(+), 458 deletions(-) diff --git a/Code/template_meshVisualisierung_beleuchtung.c b/Code/template_meshVisualisierung_beleuchtung.c index f6757cc..114f9e6 100644 --- a/Code/template_meshVisualisierung_beleuchtung.c +++ b/Code/template_meshVisualisierung_beleuchtung.c @@ -5,15 +5,14 @@ #define ORTHO 1 #define PERSPECTIVE 2 -#pragma warning(disable:4996) - +#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 **); +int main(int, char**); void define_menu(void); void idle(void); void timer(int value); @@ -57,19 +56,15 @@ int lights = 0; int shading = 0; float shininess = 2; - //////////////////////////////////////////////////////////////////////////////////////////////////// // FARBEN DER LICHT KOMPONENTEN +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 }; - - - -// LICHT POSITION - - - - +// LICHT POSITION +float lightPosition[4] = { 0, 0, 1, 1 }; //////////////////////////////////////////////////////////////////////////////////////////////////// @@ -80,241 +75,224 @@ 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); - 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; + 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; + 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); + 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]; - } + 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 + 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]); + } - - - - - - //////////////////////////////////////////////////////////////////////////////////////////////////////// - } - 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(); - } - + glVertex3f(cpoints[ccoord[i] * 3], cpoints[ccoord[i] * 3 + 1], cpoints[ccoord[i] * 3 + 2]); + } + glEnd(); + } } -void display(void) { - if (lights == 1) { - ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - // LICHT DEFINITION +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; - // SHADING DEFINTION - if (shading == 0) { // Flat Shading - - } - else if (shading == 1) { // Gouraud Shading - - } + 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(); - ///////////////////////////////////////////////////////////////////////////////////////////////////////////////// - } - else { - glDisable(GL_LIGHTING); - } + // 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 - // projection switch - switch (projType) { - case ORTHO: - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(-2 - zoff, 2 + zoff, -2 - zoff, 2 + zoff, -2, 10); + 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); - 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 + // 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); + 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; + 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); + glViewport(0, 0, w, h); + glClear(GL_COLOR_BUFFER_BIT); } void idle() @@ -327,285 +305,263 @@ 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"); + 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; + 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; + 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; - } - } + 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]; + 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]; + 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 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]; + // 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]; + // 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 + 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"); + 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(); + 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; - + 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) { + switch (value) { - case 2: - key('q', 0, 0); - break; - - } + 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(); + 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(); }