660 lines
22 KiB
C
660 lines
22 KiB
C
#include <GL/glut.h>
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#include <errno.h>
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#define ORTHO 1
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#define PERSPECTIVE 2
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// Width & height of texture
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#define HEIGHT 512
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#define WIDTH 512
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#pragma warning(disable : 4996)
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void mouse(int button, int state, int x, int y);
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void key(unsigned char key, int x, int y);
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void init(void);
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void reshape(int, int);
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void display(void);
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int main(int, char**);
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void define_menu(void);
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void idle(void);
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void timer(int value);
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void readcloud(char* filename);
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void mouseactive(int x, int y);
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void mouse(int button, int state, int x, int y);
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void setProjection(int projType);
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void setAntiAliasing(int state);
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void readBitmap(void);
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float cpoints[3 * 60000];
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float cvnormals[3 * 60000];
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float ccolors[3 * 60000];
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int ccoord[10 * 3 * 60000];
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float cnormals[10 * 3 * 60000];
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int maxcoords = 0;
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float cpointsmax[3];
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float cpointsmin[3];
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int cpoints_n = 0;
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float xoff;
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float yoff;
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float zoff;
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float zoom;
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int angle1;
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int angle2;
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const float stepsize = 0.05;
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const float anglestepsize = 0.01;
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int displaymodus = 1;
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int pressedbutton = 0;
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int startx, starty, startz;
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int startangle1;
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int startangle2;
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float startxoff;
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float startyoff;
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float startzoff;
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GLubyte bitmapImage[HEIGHT][WIDTH][4];
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// default values
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int projType = PERSPECTIVE; // default: perspective projection
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int lights = 0;
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int shading = 0;
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float shininess = 2;
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int textureMode = 1;
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float ambientLightColor[3] = { 0.1, 0.1, 0.1 };
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float diffuseLightColor[3] = { 0.5, 0.5, 0.5 };
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float specularLightColor[3] = { 1.0, 1.0, 1.0 };
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float lightPosition[4] = { 0, 0, 1, 1 };
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// short cut color white
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float white[3] = { 0.5, 0.5, 0.5 };
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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.
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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.
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int main(int argc, char** argv)
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{
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readcloud(meshFile);
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); // Doublebuffer for animation
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glutInitWindowSize(800, 800);
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glutInitWindowPosition(400, 100);
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glutCreateWindow("Mesh Visualization");
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init();
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glutMouseFunc(mouse);
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glutMotionFunc(mouseactive);
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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glutKeyboardFunc(key);
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printf("\n\nSTEUERUNG\nAnzeigemodi:\n");
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printf("'0' nur Box\n'1' Points, Farbwerte nach Koordinate\n'2' Wireframe, Farbwerte nach Koordinate\n'3' Filled, Farbwerte nach Koordinate\n");
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printf("'4' Points, Farbwerte aus Datei\n'5' Wireframe, Farbwerte aus Datei\n'6' Filled, Farbwerte aus Datei\n");
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printf("'7' Texturmodus\n\n\n");
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printf("Transformationen:\n linke Maustaste und x-y-Bewegung -> Rotation\n mittlere Maustaste und y-Richtung -> Zoom (entspricht einer Skalierung)\n");
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printf(" rechte Maustaste und x-y-Bewegung -> Translation\n\n");
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printf("Projektionsart aendern:\n");
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printf("'o' orthographische Projektion, 'p' perspektivische Projektion \n\n");
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printf("Licht Optionen\n");
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printf(" 's' : Shading Modus aendern (Flat / Gouraud)\n");
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printf(" 'l' : Licht ein-/ausschalten\n");
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printf(" '+'/'-' : Spekular-Exponent aendern\n\n");
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printf("Textur Optionen\n");
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printf(" 't' : Automatische Texturkoordinaten aesndern (Object Linear / Eye Linear)\n\n");
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glutMainLoop();
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return 0;
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}
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void readBitmap(void)
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{
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int i, j, k;
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GLubyte c;
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FILE* img;
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img = fopen(textureFile, "rb");
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fseek(img, sizeof(unsigned char) * 54, 0); // offset to pixel data
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for (i = 0; i < HEIGHT; i++) {
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for (j = 0; j < WIDTH; j++) {
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for (k = 0; k < 3; k++) {
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fread(&c, sizeof(GLubyte), 1, img);
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bitmapImage[i][j][k] = (GLubyte)c;
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}
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bitmapImage[i][j][3] = (GLubyte)255;
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}
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}
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fclose(img);
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}
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void displaycloud(int modus)
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{
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int i = 0;
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float range[3];
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float directionVector[3][2];
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float n[3];
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float currentColor[3];
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int counter = 0;
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glEnable(GL_NORMALIZE);
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glFrontFace(GL_CW);
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for (i = 0; i < 3; i++)
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range[i] = cpointsmax[i] - cpointsmin[i];
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////////////////////////////////////////////////////////////////////////////////////
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// Switch on/off Texture mode
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if (modus == 7) {
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glEnable(GL_TEXTURE_2D);
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} else {
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glDisable(GL_TEXTURE_2D);
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}
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///////////////////////////////////////////////////////////////////////////////////
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if (modus > 0) {
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if (modus == 1 || modus == 4) { // Darstellung von Punkten
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glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
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}
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if (modus == 2 || modus == 5) { // Darstellung des Drahtgittermodells
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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if (modus == 3 || modus == 6 || modus == 7) { // Darstellung gefüllter Polygone
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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glBegin(GL_TRIANGLES);
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for (i = 0; i < maxcoords + 1; i++) {
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if (modus > 3) { // Darstellung der Farben aus dem Mesh-File
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currentColor[0] = ccolors[ccoord[i] * 3];
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currentColor[1] = ccolors[ccoord[i] * 3 + 1];
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currentColor[2] = ccolors[ccoord[i] * 3 + 2];
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} else { // Darstellung der interpolierten Farben entsprechend der Koordinaten
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currentColor[0] = (cpoints[ccoord[i] * 3] - cpointsmin[0]) / range[0];
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currentColor[1] = (cpoints[ccoord[i] * 3 + 1] - cpointsmin[1]) / range[1];
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currentColor[2] = (cpoints[ccoord[i] * 3 + 2] - cpointsmin[2]) / range[2];
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}
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if (lights == 1) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, currentColor);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, currentColor);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, currentColor);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
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} else {
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glColor3f(currentColor[0], currentColor[1], currentColor[2]);
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}
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// for flat shading: one normal per triangle (before defintion of vertices) is sufficient
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// cnormals contains the surface normal
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if (counter == 0) {
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if (shading == 0) {
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glNormal3f(cnormals[i], cnormals[i + 1], cnormals[i + 2]);
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}
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}
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counter++;
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if (counter == 3) {
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counter = 0;
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}
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// for gouraud shading we need the normal of each vertex
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// cvnormals contains the vertex normals
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if (shading == 1) {
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glNormal3f(cvnormals[ccoord[i] * 3], cvnormals[ccoord[i] * 3 + 1], cvnormals[ccoord[i] * 3 + 2]);
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}
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glVertex3f(cpoints[ccoord[i] * 3], cpoints[ccoord[i] * 3 + 1], cpoints[ccoord[i] * 3 + 2]);
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}
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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}
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void display(void)
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// automatic generation of texture coordinates (object/eye linear)
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// Define s and t planes
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GLfloat s_plane[] = { 0, 0, 1, 0 };
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GLfloat t_plane[] = { 0, 1, 0, 0 };
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if (textureMode == 1) { // OBJECT LINEAR
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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} else if (textureMode == 2) { // EYE LINEAR
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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}
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glTexGenfv(GL_S, GL_OBJECT_PLANE, s_plane);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, t_plane);
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (lights == 1) {
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLightColor);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLightColor);
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glLightfv(GL_LIGHT0, GL_SPECULAR, specularLightColor);
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glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
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glEnable(GL_LIGHTING);
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if (shading == 0) { // Flat Shading
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glShadeModel(GL_FLAT);
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} else if (shading == 1) { // Gouraud Shading
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glShadeModel(GL_SMOOTH);
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}
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} else {
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glDisable(GL_LIGHTING);
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}
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// projection switch
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switch (projType) {
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case ORTHO:
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-2 - zoff, 2 + zoff, -2 - zoff, 2 + zoff, -2, 10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.0, 0.0, 0.01, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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break;
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case PERSPECTIVE:
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0, 1.0, 3.0, 7.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0, 0, 5 + zoff, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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break;
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}
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glPushMatrix();
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// enable depth buffer and clear color/depth buffer
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glClearDepth(1); // Default: 1
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS); // Default: GL_LESS
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glColor3f(0.0, 0.0, 0.0);
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// center and rotate
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glTranslatef(xoff, yoff, 0);
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glRotatef(angle2, 1.0, 0.0, 0.0);
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glRotatef(angle1, 0.0, 1.0, 0.0);
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//display
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displaycloud(displaymodus);
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// draw box
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, white);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
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glColor3f(0.0, 0.0, 0.0);
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glBegin(GL_LINE_LOOP);
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glVertex3f(cpointsmax[0], cpointsmax[1], cpointsmax[2]);
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glVertex3f(cpointsmin[0], cpointsmax[1], cpointsmax[2]);
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glVertex3f(cpointsmin[0], cpointsmin[1], cpointsmax[2]);
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glVertex3f(cpointsmax[0], cpointsmin[1], cpointsmax[2]);
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glEnd();
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glBegin(GL_LINE_LOOP);
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glVertex3f(cpointsmax[0], cpointsmax[1], cpointsmin[2]);
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glVertex3f(cpointsmin[0], cpointsmax[1], cpointsmin[2]);
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glVertex3f(cpointsmin[0], cpointsmin[1], cpointsmin[2]);
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glVertex3f(cpointsmax[0], cpointsmin[1], cpointsmin[2]);
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glEnd();
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glBegin(GL_LINES);
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glVertex3f(cpointsmax[0], cpointsmax[1], cpointsmax[2]);
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glVertex3f(cpointsmax[0], cpointsmax[1], cpointsmin[2]);
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glVertex3f(cpointsmin[0], cpointsmax[1], cpointsmax[2]);
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glVertex3f(cpointsmin[0], cpointsmax[1], cpointsmin[2]);
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glVertex3f(cpointsmin[0], cpointsmin[1], cpointsmax[2]);
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glVertex3f(cpointsmin[0], cpointsmin[1], cpointsmin[2]);
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glVertex3f(cpointsmax[0], cpointsmin[1], cpointsmax[2]);
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glVertex3f(cpointsmax[0], cpointsmin[1], cpointsmin[2]);
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glEnd();
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glPopMatrix();
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glPopMatrix();
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glutSwapBuffers(); // Buffer for animation needs to be swapped
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}
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void init(void)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glClearColor(0.99f, 0.99f, 0.99f, 0.0);
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glLoadIdentity();
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xoff = 0.0;
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yoff = 0.0;
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zoff = 0.0;
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zoom = 1;
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angle1 = 45;
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angle2 = 45;
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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// Read bitmap file
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readBitmap();
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// Texture wrap settings
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Filter settings
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// Connecting lighting and texture
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// Initialize texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmapImage);
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// enable automatic texture generation
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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}
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void reshape(int w, int h)
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{
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glViewport(0, 0, w, h);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void idle()
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{
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}
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void timer(int value)
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{
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}
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void readcloud(char* filename)
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{
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int i = 0;
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int j = 0;
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int k = 0;
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int numVertices = 0;
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int counter = 0;
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float directionVector[3][2];
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float n[3];
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float x, y, z;
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float temp;
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int index;
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int indexBegin;
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int numNeighbouringFaces = 0;
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FILE* f;
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int abbruch = 0;
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char str[200] = "";
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printf("Lese '%s' ein\n", filename);
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f = fopen(filename, "r");
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printf("Ueberspringe Kopf...\n");
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// Kopf Überspringen
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while (!feof(f) && str[0] != '[')
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fscanf(f, "%s", str);
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printf("Lese Punkte ein...\n");
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//Punkte einlesen
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while (!feof(f) && abbruch == 0) {
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//einlesen
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if (((i + 1) % 3) == 0)
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fscanf(f, "%f %c", &cpoints[i], str);
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else
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fscanf(f, "%f", &cpoints[i]);
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// Extremalwerte initialisieren
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if (i < 3) {
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cpointsmax[i % 3] = cpoints[i];
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cpointsmin[i % 3] = cpoints[i];
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}
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//Abbruch, wenn alle Punkte 0 sind, (nicht ganz sauber, aber funktioniert, wenn nicht zufällig der Urspung ein gültiger Punkt ist)
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if (i > 3 && cpoints[i - 2] == 0 && cpoints[i - 1] == 0 && cpoints[i] == 0)
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abbruch = 1;
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//Extremalwerte gegebenenfalls erneuern
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if (cpoints[i] > cpointsmax[i % 3] && cpoints[i] != 0)
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cpointsmax[i % 3] = cpoints[i];
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if (cpoints[i] < cpointsmin[i % 3] && cpoints[i] != 0)
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cpointsmin[i % 3] = cpoints[i];
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i++;
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}
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cpoints_n = i - 1;
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printf("Es wurden %i Vertices gelesen\n", cpoints_n / 3);
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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]);
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abbruch = 0;
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i = 0;
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//warten, bis es zu den colors geht
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while (!feof(f) && str[0] != '[')
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fscanf(f, "%s", str);
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printf("Lese Farben ein...\n");
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// Farben einlesen
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while (!feof(f) && abbruch == 0) {
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//einlesen
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if (((i + 1) % 3) == 0)
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fscanf(f, "%f %c", &ccolors[i], str);
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else
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fscanf(f, "%f", &ccolors[i]);
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//Abbruch, wenn alle farben 0 sind, (nicht ganz sauber, aber funktioniert, wenn nicht zufällig schwarz eine gültige Farbe ist)
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if (i > 3 && ccolors[i - 2] == 0 && ccolors[i - 1] == 0 && ccolors[i] == 0)
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abbruch = 1;
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i++;
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}
|
|
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();
|
|
}
|