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