diff --git a/Code/CMakeLists.txt b/Code/CMakeLists.txt index 8139e1b..18ac3cc 100644 --- a/Code/CMakeLists.txt +++ b/Code/CMakeLists.txt @@ -32,3 +32,6 @@ target_link_libraries(mesh_shading ${OPENGL_LIBRARIES} ${GLUT_LIBRARY}) add_executable (mesh_beleuchtung template_meshVisualisierung_beleuchtung.c) target_link_libraries(mesh_beleuchtung ${OPENGL_LIBRARIES} ${GLUT_LIBRARY}) + +add_executable (textur template_meshVisualisierung_textur.c) +target_link_libraries(textur ${OPENGL_LIBRARIES} ${GLUT_LIBRARY}) diff --git a/Code/boneTexture.bmp b/Code/boneTexture.bmp new file mode 100644 index 0000000..9c98f69 Binary files /dev/null and b/Code/boneTexture.bmp differ diff --git a/Code/template_meshVisualisierung_textur.c b/Code/template_meshVisualisierung_textur.c new file mode 100644 index 0000000..f1976cb --- /dev/null +++ b/Code/template_meshVisualisierung_textur.c @@ -0,0 +1,641 @@ +#include +#include +#include +#include +#include + +#define ORTHO 1 +#define PERSPECTIVE 2 + +// Width & height of texture +#define HEIGHT 512 +#define WIDTH 512 + +#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); +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); +void readBitmap(void); + +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; + +GLubyte bitmapImage[HEIGHT][WIDTH][4]; + +// default values +int projType = PERSPECTIVE; // default: perspective projection +int lights = 0; +int shading = 0; +float shininess = 2; +int textureMode = 1; + +float ambientLightColor[3] = { 0.1, 0.1, 0.1 }; +float diffuseLightColor[3] = { 0.5, 0.5, 0.5 }; +float specularLightColor[3] = { 1.0, 1.0, 1.0 }; + +float lightPosition[4] = { 0, 0, 1, 1 }; + +// short cut color white +float white[3] = { 0.5, 0.5, 0.5 }; + +char meshFile[] = "/home/andre/shares/Bachelor/DHBW_AI_16/4303_Computergraphik_Hopp/Code/bones.txt"; // change this in case the point cloud is saved somewhere else. +char textureFile[] = "/home/andre/shares/Bachelor/DHBW_AI_16/4303_Computergraphik_Hopp/Code/boneTexture.bmp"; // change this in case the texture is saved somewhere else. + +int main(int argc, char** argv) +{ + readcloud(meshFile); + 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"); + printf("'7' Texturmodus\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"); + printf("Textur Optionen\n"); + printf(" 't' : Automatische Texturkoordinaten aesndern (Object Linear / Eye Linear)\n\n"); + glutMainLoop(); + return 0; +} + +void readBitmap(void) +{ + int i, j, k; + GLubyte c; + + FILE* img; + img = fopen(textureFile, "rb"); + fseek(img, sizeof(unsigned char) * 54, 0); // offset to pixel data + + for (i = 0; i < HEIGHT; i++) { + for (j = 0; j < WIDTH; j++) { + for (k = 0; k < 3; k++) { + fread(&c, sizeof(GLubyte), 1, img); + bitmapImage[i][j][k] = (GLubyte)c; + } + bitmapImage[i][j][3] = (GLubyte)255; + } + } + fclose(img); +} + +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]; + + //////////////////////////////////////////////////////////////////////////////////// + // Switch on/off Texture mode + + if (modus == 7) { + glEnable(GL_TEXTURE_2D); + } else { + glDisable(GL_TEXTURE_2D); + } + + + + /////////////////////////////////////////////////////////////////////////////////// + + 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 || modus == 7) { // 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) { + 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(); + glDisable(GL_TEXTURE_2D); + } +} +void display(void) +{ + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // automatic generation of texture coordinates (object/eye linear) + + // Define s and t planes + GLfloat s_plane[] = { 0, 0, 1, 0 }; + GLfloat t_plane[] = { 0, 1, 0, 0 }; + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + if (lights == 1) { + + glEnable(GL_LIGHT0); + glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLightColor); + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLightColor); + glLightfv(GL_LIGHT0, GL_SPECULAR, specularLightColor); + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + + glEnable(GL_LIGHTING); + + 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 +} + +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; + + ////////////////////////////////////////////////////////////////////////////////////////////////////// + + // Read bitmap file + readBitmap(); + + // Texture wrap settings + + // Filter settings + + // Connecting lighting and texture + + // Initialize texture + + // enable automatic texture generation + + ////////////////////////////////////////////////////////////////////////////////////////////////////// +} + +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; + case 't': + if (textureMode == 1) { + textureMode = 2; + printf(" Texture Mode = EYE LINEAR\n"); + } else if (textureMode == 2) { + textureMode = 1; + printf(" Texture Mode = OBJECT LINEAR\n"); + } + break; + default: + if (k > '0' - 1 && k < '8') { + displaymodus = k - '0'; + printf("Display-Modus: %i\n", displaymodus); + } else { + printf("Taste %c mit Steuerzeichen %i nicht belegt\n", k, k); + } + break; + } + glutPostRedisplay(); +} diff --git a/Code_Original/boneTexture.bmp b/Code_Original/boneTexture.bmp new file mode 100644 index 0000000..9c98f69 Binary files /dev/null and b/Code_Original/boneTexture.bmp differ diff --git a/Code_Original/template_meshVisualisierung_textur.c b/Code_Original/template_meshVisualisierung_textur.c new file mode 100644 index 0000000..73055cd --- /dev/null +++ b/Code_Original/template_meshVisualisierung_textur.c @@ -0,0 +1,704 @@ +#include +#include +#include +#include +#include + +#define ORTHO 1 +#define PERSPECTIVE 2 + +// Width & height of texture +#define HEIGHT 512 +#define WIDTH 512 + +#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); +void readBitmap(void); + + +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; + +GLubyte bitmapImage[HEIGHT][WIDTH][4]; + +// default values +int projType = PERSPECTIVE; // default: perspective projection +int lights = 0; +int shading = 0; +float shininess = 2; +int textureMode = 1; + +float ambientLightColor[3] = { 0.1, 0.1, 0.1 }; +float diffuseLightColor[3] = { 0.5, 0.5, 0.5 }; +float specularLightColor[3] = { 1.0, 1.0, 1.0 }; + +float lightPosition[4] = { 0,0,1,1 }; + +// short cut color white +float white[3] = { 0.5, 0.5, 0.5 }; + +char meshFile[] = "C:\\tmp\\bones.txt"; // change this in case the point cloud is saved somewhere else. +char textureFile[] = "C:\\tmp\\boneTexture.bmp"; // change this in case the texture is saved somewhere else. + +int main(int argc, char** argv) +{ + readcloud(meshFile); + 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"); + printf("'7' Texturmodus\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"); + printf("Textur Optionen\n"); + printf(" 't' : Automatische Texturkoordinaten aesndern (Object Linear / Eye Linear)\n\n"); + glutMainLoop(); + return 0; +} + + +void readBitmap(void) { + int i, j, k; + GLubyte c; + + FILE *img; + img = fopen(textureFile, "rb"); + fseek(img, sizeof(unsigned char) * 54, 0); // offset to pixel data + + for (i = 0; i < HEIGHT; i++) { + for (j = 0; j < WIDTH; j++) { + for (k = 0; k < 3; k++) { + fread(&c, sizeof(GLubyte), 1, img); + bitmapImage[i][j][k] = (GLubyte)c; + } + bitmapImage[i][j][3] = (GLubyte)255; + } + } + fclose(img); +} + + + +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]; + + //////////////////////////////////////////////////////////////////////////////////// + // Switch on/off Texture mode + + + + + + + + + + /////////////////////////////////////////////////////////////////////////////////// + + + 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 || modus == 7) { // 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) { + 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(); + glDisable(GL_TEXTURE_2D); + } + +} +void display(void) { + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // automatic generation of texture coordinates (object/eye linear) + + // Define s and t planes + GLfloat s_plane[] = { 0,0,1,0 }; + GLfloat t_plane[] = { 0,1,0,0 }; + + + + + + + + + + + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + + + if (lights == 1) { + + glEnable(GL_LIGHT0); + glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLightColor); + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLightColor); + glLightfv(GL_LIGHT0, GL_SPECULAR, specularLightColor); + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + + glEnable(GL_LIGHTING); + + 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 +} + + +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; + + ////////////////////////////////////////////////////////////////////////////////////////////////////// + + // Read bitmap file + readBitmap(); + + // Texture wrap settings + + + + // Filter settings + + + + // Connecting lighting and texture + + + // Initialize texture + + + // enable automatic texture generation + + + + + ////////////////////////////////////////////////////////////////////////////////////////////////////// + +} + + + +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; + case 't': + if (textureMode == 1) { + textureMode = 2; + printf(" Texture Mode = EYE LINEAR\n"); + } + else if (textureMode == 2) { + textureMode = 1; + printf(" Texture Mode = OBJECT LINEAR\n"); + } + break; + default: + if (k > '0' - 1 && k < '8') + { + displaymodus = k - '0'; + printf("Display-Modus: %i\n", displaymodus); + } + else + { + printf("Taste %c mit Steuerzeichen %i nicht belegt\n", k, k); + } + break; + } + glutPostRedisplay(); +} \ No newline at end of file