[Code] Neuen Code ergänzt
This commit is contained in:
		
							parent
							
								
									57f5e41f0b
								
							
						
					
					
						commit
						deac21d289
					
				
					 5 changed files with 1348 additions and 0 deletions
				
			
		| 
						 | 
				
			
			@ -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})
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
							
								
								
									
										
											BIN
										
									
								
								Code/boneTexture.bmp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Code/boneTexture.bmp
									
										
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 After Width: | Height: | Size: 768 KiB  | 
							
								
								
									
										641
									
								
								Code/template_meshVisualisierung_textur.c
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										641
									
								
								Code/template_meshVisualisierung_textur.c
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,641 @@
 | 
			
		|||
#include <GL/glut.h>
 | 
			
		||||
#include <errno.h>
 | 
			
		||||
#include <math.h>
 | 
			
		||||
#include <stdio.h>
 | 
			
		||||
#include <string.h>
 | 
			
		||||
 | 
			
		||||
#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();
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										
											BIN
										
									
								
								Code_Original/boneTexture.bmp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Code_Original/boneTexture.bmp
									
										
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 After Width: | Height: | Size: 768 KiB  | 
							
								
								
									
										704
									
								
								Code_Original/template_meshVisualisierung_textur.c
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										704
									
								
								Code_Original/template_meshVisualisierung_textur.c
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,704 @@
 | 
			
		|||
#include <glut.h>
 | 
			
		||||
#include <math.h>
 | 
			
		||||
#include <stdio.h>
 | 
			
		||||
#include <errno.h>
 | 
			
		||||
#include <string.h>
 | 
			
		||||
 | 
			
		||||
#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();
 | 
			
		||||
}
 | 
			
		||||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue