1 // compile this program using:
\r
2 // gcc -O3 -Wall -std=c99 -o scene scene.c bitmap.c -lglut
\r
3 // Or, with cygwin: (-mno-cygwin is only so the executable runs from windows)
\r
4 // gcc -mno-cygwin -O3 -Wall -std=c99 -o scene scene.c bitmap.c -lglut32 -lglu32 -lopengl32
\r
5 // Or, use make via the supplied Makefile: (For cygwin, install the package for make)
\r
14 #include <GL/glut.h>
\r
18 // Type definitions for vertex-coordinates, normals, texture-coordinates,
\r
19 // and triangles (via the indices of 3 vertices).
\r
20 typedef GLfloat vertex[3];
\r
21 typedef GLfloat normal[3];
\r
22 typedef GLfloat texCoord[2];
\r
23 typedef GLint vertexIndex;
\r
24 typedef vertexIndex triangle[3];
\r
26 // A type for a mesh
\r
28 int nVertices; // The number of vertices in the mesh
\r
29 vertex* vertices; // Array with coordinates of vertices
\r
30 normal* normals; // Array with normals of vertices
\r
31 texCoord* texCoords; // Array with texture-coordinates of vertices
\r
32 int nTriangles; // The number of triangles in the mesh
\r
33 triangle* triangles; // Array of trangles via 3 indices into "vertices"
\r
36 #define NMESH 54 // The number of meshes (in the models-textures dir)
\r
37 mesh* meshes[NMESH]; // An array of pointers to the meshes - see getMesh
\r
39 // A type for a 2D texture, with height and width in pixels
\r
43 GLubyte *rgbData; // Array of bytes with the colour data for the texture
\r
46 #define NTEXTURE 30 // The number of textures (in the models-textures dir)
\r
47 texture* textures[NTEXTURE]; // An array of texture pointers - see getTexture
\r
50 // You'll need to add scale, rotation, material, mesh number, etc.,
\r
51 // to this structure
\r
55 #define MAXOBJECTS 256
\r
56 SceneObject sceneObjs[MAXOBJECTS]; // An array with details of the objects in a scene
\r
57 int nObjects=0; // How many objects there are in the scene currently.
\r
59 void fileErr(char* fileName) {
\r
60 printf("Error reading file: %s\n", fileName);
\r
61 printf("If not in the CSSE labs, you will need to include the directory containing\n");
\r
62 printf("the models on the command line, or put it in the same folder as the exectutable.");
\r
66 texture* loadTexture(char *fileName) {
\r
67 texture* t = malloc(sizeof (texture));
\r
70 t->rgbData = LoadDIBitmap(fileName, &info);
\r
71 t->height=info->bmiHeader.biHeight;
\r
72 t->width=info->bmiHeader.biWidth;
\r
77 // The following works for the supplied .x files
\r
78 // but probably not for .x files from other sources.
\r
79 mesh* loadMesh(char* fileName) {
\r
80 mesh* m = malloc(sizeof (mesh));
\r
81 FILE* fp = fopen(fileName, "r");
\r
82 char line[256] = "";
\r
83 int lineBuffSize = 256;
\r
85 if(fp == NULL) fileErr(fileName);
\r
87 while(strcmp(line,"Mesh {\r\n") != 0 && strcmp(line,"Mesh {\n") != 0 )
\r
88 fgets(line, lineBuffSize, fp);
\r
90 fscanf(fp, "%d;\n", &(m->nVertices));
\r
91 m->vertices = malloc(m->nVertices * sizeof(vertex));
\r
92 for(int i=0; i < m->nVertices; i++)
\r
93 fscanf(fp, "%f; %f; %f;%*[,;]\n", &(m->vertices[i][0]), &(m->vertices[i][1]), &(m->vertices[i][2]) );
\r
95 fscanf(fp, "%d;\n", &(m->nTriangles));
\r
96 m->triangles = malloc(m->nTriangles * sizeof(triangle));
\r
97 for(int i=0; i < m->nTriangles; i++)
\r
98 fscanf(fp, "%*d; %d, %d, %d;%*[;,]", m->triangles[i], m->triangles[i]+1, m->triangles[i]+2);
\r
100 while(strcmp(line," MeshNormals {\r\n") != 0 && strcmp(line," MeshNormals {\n") != 0)
\r
101 fgets(line, lineBuffSize, fp);
\r
103 fgets(line, lineBuffSize, fp);
\r
104 m->normals = malloc(m->nVertices * sizeof(normal));
\r
105 for(int i=0; i < m->nVertices; i++)
\r
106 fscanf(fp, "%f; %f; %f;%*[;,]\n",
\r
107 &(m->normals[i][0]), &(m->normals[i][1]), &(m->normals[i][2]));
\r
109 while(strcmp(line,"MeshTextureCoords {\r\n") != 0 && strcmp(line,"MeshTextureCoords {\n") != 0)
\r
110 fgets(line, lineBuffSize, fp);
\r
112 fgets(line, lineBuffSize, fp);
\r
113 m->texCoords = malloc(m->nVertices * sizeof(texCoord));
\r
114 for(int i=0; i < m->nVertices; i++)
\r
115 fscanf(fp, "%f;%f;%*[,;]\n", &(m->texCoords[i][0]), &(m->texCoords[i][1]) );
\r
121 char dataDir[200]; // Stores the directory name for the meshes and textures.
\r
123 // getMesh(i) loads mesh[i] if it isn't already loaded.
\r
124 // You must call getMesh(i) at least once before using mesh[i].
\r
125 // [You may want to add to this function.]
\r
126 void getMesh(int i) { // getMesh(i) loads mesh[i] if it isn't already loaded.
\r
127 char fileName[220];
\r
128 if(i>=NMESH || i<0) {
\r
129 printf("Error in getMesh - wrong model number");
\r
132 if(meshes[i] != NULL)
\r
134 sprintf(fileName, "%s/model%d.x", dataDir, i+1);
\r
135 meshes[i] = loadMesh(fileName);
\r
138 // getTexture(i) loads texture i if it isn't already loaded.
\r
139 // After calling getTexture(i), you can make texture i the current texture using
\r
140 // glBindTexture(GL_TEXTURE_2D, i); (Use i=0 to return to the default plain texture.)
\r
141 // You can then scale the texture via: (See the textbook, section 8.8.3.)
\r
142 // glMatrixMode(GL_TEXTURE);
\r
143 // You must call getTexture(i) at least once before using texture i.
\r
144 void getTexture(int i) { // getTexture(i) loads texture i if it isn't already loaded.
\r
145 char fileName[220];
\r
146 if(i<1 || i>NTEXTURE) {
\r
147 printf("Error in getTexture - wrong texture number");
\r
150 if(textures[i-1] != NULL)
\r
152 sprintf(fileName, "%s/texture%d.bmp", dataDir, i);
\r
154 textures[i-1] = loadTexture(fileName);
\r
156 glBindTexture(GL_TEXTURE_2D, i);
\r
158 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textures[i-1]->width, textures[i-1]->height,
\r
159 0, GL_RGB, GL_UNSIGNED_BYTE, textures[i-1]->rgbData);
\r
160 gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, textures[i-1]->width, textures[i-1]->height, GL_RGB,
\r
161 GL_UNSIGNED_BYTE, textures[i-1]->rgbData);
\r
162 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
\r
163 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
\r
164 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
165 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
\r
167 glBindTexture(GL_TEXTURE_2D, 0); // Back to default texture
\r
171 const char *textureMenuEntries[NTEXTURE] = {
\r
172 "1 Plain", "2 Rust", "3 Concrete", "4 Carpet", "5 Beach Sand",
\r
173 "6 Rocky", "7 Brick", "8 Water", "9 Paper", "10 Marble",
\r
174 "11 Wood", "12 Scales", "13 Fur", "14 Denim", "15 Hessian",
\r
175 "16 Orange Peel", "17 Ice Crystals", "18 Grass", "19 Corrugated Iron", "20 Styrofoam",
\r
176 "21 Bubble Wrap", "22 Leather", "23 Camouflage", "24 Asphalt", "25 Scratched Ice",
\r
177 "26 Rattan", "27 Snow", "28 Dry Mud", "29 Old Concrete", "30 Leopard Skin"
\r
180 const char *objectMenuEntries[NMESH] = {
\r
181 "1 Thin Dinosaur","2 Big Dog","3 Saddle Dinosaur", "4 Dragon", "5 Cleopatra",
\r
182 "6 Bone I", "7 Bone II", "8 Rabbit", "9 Long Dragon", "10 Buddha",
\r
183 "11 Sitting Rabbit", "12 Frog", "13 Cow", "14 Monster", "15 Sea Horse",
\r
184 "16 Head", "17 Pelican", "18 Horse", "19 Kneeling Angel", "20 Porsche I",
\r
185 "21 Truck", "22 Statue of Liberty", "23 Sitting Angel", "24 Metal Part", "25 Car",
\r
186 "26 Apatosaurus", "27 Airliner", "28 Motorbike", "29 Dolphin", "30 Spaceman",
\r
187 "31 Winnie the Pooh", "32 Shark", "33 Crocodile", "34 Toddler", "35 Fat Dinosaur",
\r
188 "36 Chihuahua", "37 Sabre-toothed Tiger", "38 Lioness", "39 Fish", "40 Horse (head down)",
\r
189 "41 Horse (head up)", "42 Skull", "43 Fighter Jet I", "44 Toad", "45 Convertible",
\r
190 "46 Porsche II", "47 Hare", "48 Vintage Car", "49 Fighter Jet II", "50 Winged Monkey",
\r
191 "51 Chef", "52 Parasaurolophus", "53 Rooster", "54 T-rex"
\r
194 const char *materialMenuEntries[8] = {
\r
195 "All R/G/B", "Ambient R/G/B", "Diffuse R/G/B", "Specular R/G/B",
\r
196 "All Amb/Diff/Spec/Shine", "Red Amb/Diff/Spec/Shine", "Green Amb/Diff/Spec/Shine", "Blue Amb/Diff/Spec/Shine"
\r
199 void processMainEvents(int id) {
\r
200 if(id == 99) exit(0);
\r
203 void processObjectEvents(int id) {
\r
207 void processMaterialEvents(int id) {
\r
211 void processTextureEvents(int id) {
\r
215 void processGTextureEvents(int id) {
\r
219 void processLightEvents(int id) {
\r
224 int main, object, material, texture, gtexture, light;
\r
226 object = glutCreateMenu(processObjectEvents);
\r
227 for ( int i = 0; objectMenuEntries[i]; i++ ) {
\r
228 glutAddMenuEntry( objectMenuEntries[i], i );
\r
233 glutCreateMenu(processMainEvents);
\r
234 glutAddMenuEntry("Exit", 99);
\r
235 glutAttachMenu(GLUT_RIGHT_BUTTON);
\r
240 // You probably want to change both of the following.
\r
241 glClear(GL_COLOR_BUFFER_BIT);
\r
245 char *dirDefault1 = "models-textures";
\r
246 char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures";
\r
247 int main(int argc, char **argv) {
\r
250 strcpy(dataDir, argv[1]);
\r
251 else if(opendir(dirDefault1))
\r
252 strcpy(dataDir, dirDefault1);
\r
253 else if(opendir(dirDefault2))
\r
254 strcpy(dataDir, dirDefault2);
\r
255 else fileErr(dirDefault1);
\r
257 for(int i=0; i<NMESH; i++) meshes[i]=NULL;
\r
258 for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;
\r
260 // The following is enough to run the program, but you'll
\r
261 // need to change it significantly.
\r
263 glutInit(&argc, argv);
\r
264 glutCreateWindow("Scene Editor");
\r
265 glutDisplayFunc(display);
\r