Commit 3909dfd7 authored by Sander Mathijs van Veen's avatar Sander Mathijs van Veen

Merge branch 'master' of ssh://vo20.nl/git/uva

parents ef1707f2 9499f863
CC=gcc
WARNING_FLAGS=-Wall -Wextra -Werror-implicit-function-declaration -Wshadow -Wstrict-prototypes -pedantic-errors
CFLAGS=-g -O2 -std=c99 $(WARNING_FLAGS)
LDFLAGS=-g -lGL -lglut -lGLU
.c.o:
$(CC) -c $(CFLAGS) $<
all: main
main: main.o marching_tetrahedra.o volume.o
$(CC) $(LDFLAGS) -o main main.o marching_tetrahedra.o volume.o
clean:
rm -f *.o
rm -f main
volume.o : v3math.h volume.h
volume.o : volume.h volume.c
v3math.o : v3math.h
marching_tetrahedra.o : marching_tetrahedra.h marching_tetrahedra.c
marching_tetrahedra.o : v3math.h volume.h marching_tetrahedra.h
main.o : marching_tetrahedra.h v3math.h volume.h main.c
/* Computer Graphics, Assignment, Volume rendering with cubes/points/isosurface
*
* Filename ........ main.c
* Description ..... Creates OpenGL window and draws the scene.
* Date ............ 29.10.2007
* Created by ...... Paul Melis
*
* Student name ....
* Student email ...
* Collegekaart ....
* Date ............
* Comments ........
*
* (always fill in these fields before submitting!!)
*/
#include <stdio.h>
#include <stdlib.h>
#include <sys/time.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#include "volume.h"
#include "marching_tetrahedra.h"
#include "v3math.h"
int display_mode=2; /* 0=points, 1=cubes, 2=isosurface */
int use_arrays=1;
unsigned char isovalue=128;
unsigned char epsilon=0;
int window;
int mouse_mode=0;
int mx, my;
float camDistance=100.0;
float camRotZ=45.0, camAzimuth=20.0;
float saved_camRotZ, saved_camAzimuth, saved_camDistance;
int regenerate_arrays=1;
int entered_number=0;
int display_fps_counter=0;
int backface_culling=0;
struct timeval t0, t1;
int frames_drawn=0;
double time_used=0.0;
#define MAX_VERTICES_IN_ARRAY 5000000
int num_vertices_in_array=0;
float vertices[3*MAX_VERTICES_IN_ARRAY];
float normals[3*MAX_VERTICES_IN_ARRAY];
void SetupCamera(void);
void DrawVolumeAxes(void);
void DrawVolumeUsingCurrentDisplayMode(void);
void ClearArrays(void)
{
num_vertices_in_array = 0;
}
void AddVertexToArray(vec3 v, vec3 n)
{
vertices[3*num_vertices_in_array] = v.x;
vertices[3*num_vertices_in_array+1] = v.y;
vertices[3*num_vertices_in_array+2] = v.z;
normals[3*num_vertices_in_array] = n.x;
normals[3*num_vertices_in_array+1] = n.y;
normals[3*num_vertices_in_array+2] = n.z;
num_vertices_in_array++;
}
void DrawVolumeAsPoints(void)
{
int i, j, k;
int idx;
glBegin(GL_POINTS);
idx = 0;
for (k = 0; k < nz; k++)
{
for (j = 0; j < ny; j++)
{
for (i = 0; i < nx; i++)
{
if (abs(volume[idx]-isovalue) <= epsilon)
glVertex3f((i+0.5)*sizex, (j+0.5)*sizey, (k+0.5)*sizez);
idx++;
}
}
}
glEnd();
}
void FillArrayWithPoints(void)
{
int i, j, k;
int idx;
idx = 0;
for (k = 0; k < nz; k++)
{
for (j = 0; j < ny; j++)
{
for (i = 0; i < nx; i++)
{
if (abs(volume[idx]-isovalue) <= epsilon)
{
AddVertexToArray(
v3_create((i+0.5)*sizex, (j+0.5)*sizey, (k+0.5)*sizez),
v3_create(0, 0, 0)
);
}
idx++;
}
}
}
}
void DrawVolumeAsCubes(void)
{
int i, j, k;
int idx;
idx = 0;
for (k = 0; k < nz; k++)
{
for (j = 0; j < ny; j++)
{
for (i = 0; i < nx; i++)
{
if (abs(volume[idx]-isovalue) <= epsilon)
{
glPushMatrix();
glTranslatef((i+0.5)*sizex, (j+0.5)*sizey, (k+0.5)*sizez);
glScalef(sizex, sizey, sizez);
glutSolidCube(1.0);
glPopMatrix();
}
idx++;
}
}
}
}
void FillArrayWithCubes(void)
{
int i, j, k;
int idx;
float minx, miny, minz;
float maxx, maxy, maxz;
idx = 0;
for (k = 0; k < nz; k++)
{
for (j = 0; j < ny; j++)
{
for (i = 0; i < nx; i++)
{
if (abs(volume[idx]-isovalue) <= epsilon)
{
minx = i*sizex;
miny = j*sizey;
minz = k*sizez;
maxx = (i+1)*sizex;
maxy = (j+1)*sizey;
maxz = (k+1)*sizez;
AddVertexToArray(v3_create(minx, miny, minz), v3_create(0, 0, -1));
AddVertexToArray(v3_create(maxx, miny, minz), v3_create(0, 0, -1));
AddVertexToArray(v3_create(maxx, maxy, minz), v3_create(0, 0, -1));
AddVertexToArray(v3_create(minx, maxy, minz), v3_create(0, 0, -1));
AddVertexToArray(v3_create(minx, miny, maxz), v3_create(0, 0, 1));
AddVertexToArray(v3_create(maxx, miny, maxz), v3_create(0, 0, 1));
AddVertexToArray(v3_create(maxx, maxy, maxz), v3_create(0, 0, 1));
AddVertexToArray(v3_create(minx, maxy, maxz), v3_create(0, 0, 1));
AddVertexToArray(v3_create(minx, miny, minz), v3_create(0, -1, 0));
AddVertexToArray(v3_create(maxx, miny, minz), v3_create(0, -1, 0));
AddVertexToArray(v3_create(maxx, miny, maxz), v3_create(0, -1, 0));
AddVertexToArray(v3_create(minx, miny, maxz), v3_create(0, -1, 0));
AddVertexToArray(v3_create(minx, maxy, minz), v3_create(0, 1, 0));
AddVertexToArray(v3_create(maxx, maxy, minz), v3_create(0, 1, 0));
AddVertexToArray(v3_create(maxx, maxy, maxz), v3_create(0, 1, 0));
AddVertexToArray(v3_create(minx, maxy, maxz), v3_create(0, 1, 0));
AddVertexToArray(v3_create(minx, miny, minz), v3_create(-1, 0, 0));
AddVertexToArray(v3_create(minx, maxy, minz), v3_create(-1, 0, 0));
AddVertexToArray(v3_create(minx, maxy, maxz), v3_create(-1, 0, 0));
AddVertexToArray(v3_create(minx, miny, maxz), v3_create(-1, 0, 0));
AddVertexToArray(v3_create(maxx, miny, minz), v3_create(1, 0, 0));
AddVertexToArray(v3_create(maxx, maxy, minz), v3_create(1, 0, 0));
AddVertexToArray(v3_create(maxx, maxy, maxz), v3_create(1, 0, 0));
AddVertexToArray(v3_create(maxx, miny, maxz), v3_create(1, 0, 0));
}
idx++;
}
}
}
}
void DrawVolumeAsIsosurface(void)
{
/* This function can be left empty, we don't use immediate
rendering of the isosurface, only rendering using arrays */
}
void FillArrayWithIsosurface(void)
{
int x, y, z, i, n, tri_count = 0;
triangle tri[12];
vec3 normal, *p;
for( x = 0; x < nx-1; x++ )
{
for( y = 0; y < ny-1; y++ )
{
for( z = 0; z < nz-1; z++ )
{
n = generate_cell_triangles(tri, get_cell(x, y, z), isovalue);
tri_count += n;
for( i = 0; i < n; i++ )
{
p = tri[i].p;
normal = v3_normalize(v3_crossprod(
v3_subtract(p[1], p[0]),
v3_subtract(p[2], p[0])
));
AddVertexToArray(p[0], normal);
AddVertexToArray(p[1], normal);
AddVertexToArray(p[2], normal);
}
}
}
}
printf("generated %d triangles\n", tri_count);
}
void DrawScene(void)
{
if (frames_drawn == 0)
{
/* start timing */
glFinish();
gettimeofday(&t0, NULL);
}
/* clear the draw buffer */
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
/* set the model-view matrix */
SetupCamera();
/* draw an outline of where the volume resides */
DrawVolumeAxes();
/* draw the volume in the chosen mode */
DrawVolumeUsingCurrentDisplayMode();
/* FPS timer code */
frames_drawn++;
if (frames_drawn == 30)
{
glFinish();
gettimeofday(&t1, NULL);
/* calculate time used for 30 frames */
double diff = (t1.tv_sec + t1.tv_usec/1000000.0) - (t0.tv_sec + t0.tv_usec/1000000.0);
if (display_fps_counter)
printf("%.1f fps (%f secs for %d frames)\n", frames_drawn/diff, diff, frames_drawn);
frames_drawn = 0;
}
/* finally, swap the draw buffers to make them appear on screen */
glutSwapBuffers();
}
/* Draw a set of colored X, Y and Z axes that match the size (and location)
of the volume, so we can see where output should appear */
void
DrawVolumeAxes(void)
{
glPushAttrib(GL_LIGHTING_BIT);
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
glColor3f(1, 0, 0);
glVertex3f(0, 0, 0);
glVertex3f(nx*sizex, 0, 0);
glColor3f(0, 1, 0);
glVertex3f(0, 0, 0);
glVertex3f(0, ny*sizey, 0);
glColor3f(0, 0, 1);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, nz*sizez);
glEnd();
glPopAttrib();
}
void DrawVolumeUsingCurrentDisplayMode(void)
{
if (use_arrays)
{
if (regenerate_arrays == 1)
{
printf("Filling vertex/normal arrays... ");
fflush(stdout);
ClearArrays();
switch (display_mode)
{
case 0:
FillArrayWithPoints();
break;
case 1:
FillArrayWithCubes();
break;
case 2:
FillArrayWithIsosurface();
break;
}
printf("done, %d array vertices used (1 per point, 4 per quad, 3 per triangle)\n", num_vertices_in_array);
regenerate_arrays = 0;
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
if (display_mode > 0)
{
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, normals);
}
}
glColor3f(0.6, 0.0, 0.0);
if (display_mode == 0)
glDisable(GL_LIGHTING);
else
glEnable(GL_LIGHTING);
if (display_mode == 0)
{
/* points */
glPointSize(8.0);
if (use_arrays)
glDrawArrays(GL_POINTS, 0, num_vertices_in_array);
else
DrawVolumeAsPoints();
}
else if (display_mode == 1)
{
/* cubes */
if (use_arrays)
glDrawArrays(GL_QUADS, 0, num_vertices_in_array);
else
{
glEnable(GL_RESCALE_NORMAL);
DrawVolumeAsCubes();
glDisable(GL_RESCALE_NORMAL);
}
}
else if (display_mode == 2)
{
/* isosurface */
if (use_arrays)
glDrawArrays(GL_TRIANGLES, 0, num_vertices_in_array);
else
DrawVolumeAsIsosurface();
}
if (use_arrays)
{
glDisableClientState(GL_VERTEX_ARRAY);
if (display_mode > 0)
glDisableClientState(GL_NORMAL_ARRAY);
}
}
void SetupCamera(void)
{
GLfloat light_position[4];
glLoadIdentity();
// Verbose, but straightforward way, of positioning the camera and lightsource.
// Assume the camera's final position is (cx, cy, cz).
// Start with c being (camDistance, 0, 0)
// First rotate around Y, then around Z.
// Now we have c at the given distance from the origin, with specified rotation angles.
float cx, cy, cz;
float t;
float beta, gamma;
// degrees -> radians
beta = camAzimuth / 180.0 * 3.1415926535;
gamma = camRotZ / 180.0 * 3.1415926535;
cx = camDistance;
cy = cz = 0.0;
// Rotate around Y
t = cx;
cx = cx * cos(beta) - cz * sin(beta);
cz = t * sin(beta) + cz * cos(beta);
// Rotate around Z
t = cx;
cx = cx * cos(gamma) + cy * sin(gamma);
cy = -t * sin(gamma) + cy * cos(gamma);
gluLookAt (cx, cy, cz, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
// Finally, translate because the lookat point is at the center of the volume.
glTranslatef(-0.5*nx*sizex, -0.5*ny*sizey, -0.5*nz*sizez);
// Place the light source at the camera position (head light)
light_position[0] = cx + 0.5*nx*sizex;
light_position[1] = cy + 0.5*ny*sizey;
light_position[2] = cz + 0.5*nz*sizez;
light_position[3] = 1.0;
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void InitOpenGL(void)
{
GLfloat light_ambient[] = { 0.4, 0.4, 0.4, 0.0 };
GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
GLfloat mat_no_specular[] = { 0.0, 0.0, 0.0, 1.0 };
glClearColor(0.7, 0.7, 1, 1);
glEnable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, red);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_no_specular);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glShadeModel(GL_FLAT);
//glShadeModel(GL_SMOOTH);
}
void ReSizeScene(int Width, int Height)
{
if (Height==0)
Height=1;
glViewport(0, 0, Width, Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height, 0.1f, 10000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
}
void keyPressed(unsigned char key, int x, int y)
{
int redraw=0;
/* keep gcc happy, as we don't use these parameters */
(void)x;
(void)y;
switch (key)
{
case 'q':
exit(-1);
break;
case 'b':
backface_culling = 1 - backface_culling;
if (backface_culling)
{
glEnable(GL_CULL_FACE);
printf("Backface culling is now enabled\n");
}
else
{
glDisable(GL_CULL_FACE);
printf("Backface culling is now disabled\n");
}
glutPostRedisplay();
break;
case 'p':
/* switch to points mode */
display_mode = 0;
redraw = 1;
break;
case 'c':
/* switch to cubes mode */
display_mode = 1;
redraw = 1;
break;
case 's':
/* switch to isosurface mode */
display_mode = 2;
redraw = 1;
break;
case '[':
/* decrease isovalue */
{
int newvalue = isovalue-10;
if (newvalue < 0)
isovalue = 0;
else
isovalue = newvalue;
}
printf("Setting isovalue to %d\n", isovalue);
redraw = 1;
break;
case ']':
/* increase isovalue */
{
int newvalue = isovalue+10;
if (newvalue > 255)
isovalue = 255;
else
isovalue = newvalue;
}
printf("Setting isovalue to %d\n", isovalue);
redraw = 1;
break;
/* handle isovalue/epsilon entered by number */
case '0':
entered_number = entered_number*10;
break;
case '1':
entered_number = entered_number*10 + 1;
break;
case '2':
entered_number = entered_number*10 + 2;
break;
case '3':
entered_number = entered_number*10 + 3;
break;
case '4':
entered_number = entered_number*10 + 4;
break;
case '5':
entered_number = entered_number*10 + 5;
break;
case '6':
entered_number = entered_number*10 + 6;
break;
case '7':
entered_number = entered_number*10 + 7;
break;
case '8':
entered_number = entered_number*10 + 8;
break;
case '9':
entered_number = entered_number*10 + 9;
break;
case 'i':
/* update isovalue with number entered */
isovalue = entered_number % 256;
entered_number = 0;
printf("Setting isovalue to %d\n", isovalue);
redraw = 1;
break;
case '{':
/* decrease epsilon */
{
int newvalue = epsilon - 2;
if (newvalue < 0)
epsilon = 0;
else
epsilon = newvalue;
}
printf("Setting epsilon to %d\n", epsilon);
redraw = 1;
break;
case '}':
/* increase epsilon */
{
int newvalue = epsilon + 2;
if (newvalue > 255)
epsilon = 255;
else
epsilon = newvalue;
}
printf("Setting epsilon to %d\n", epsilon);
redraw = 1;
break;
case 'e':
/* update epsilon with number entered */
epsilon = entered_number % 256;
entered_number = 0;
printf("Setting epsilon to %d\n", epsilon);
redraw = 1;
break;
case 'f':
/* enable/display FPS counter display */
display_fps_counter = 1 - display_fps_counter;
break;
case 'a':
use_arrays = 1 - use_arrays;
if (use_arrays)
printf("Now using arrays\n");
else
printf("Stopped using arrays\n");
glutPostRedisplay();
break;
}
if (redraw)
{
regenerate_arrays = 1;
glutPostRedisplay();
}
}
void specialKeyPressed(int key, int x, int y)
{
/* keep gcc happy, as we don't use these parameters */
(void)key;
(void)x;
(void)y;
}
static void
mouseFunc(int button, int state, int x, int y)
{
// guard against both left and right buttons being pressed at the same time,
// by only responding when a mouse button is pressed while another one
// hasn't been pressed yet
if (state == GLUT_DOWN && mouse_mode == 0)
{
if (button == GLUT_LEFT_BUTTON)
{
mouse_mode = GLUT_LEFT_BUTTON;
saved_camRotZ = camRotZ;
saved_camAzimuth = camAzimuth;
mx = x;
my = y;
}
else if (button == GLUT_RIGHT_BUTTON)
{
mouse_mode = GLUT_RIGHT_BUTTON;
saved_camDistance = camDistance;
my = y;
}
}
else if (state == GLUT_UP && button == mouse_mode)
{
// pressed button released
mouse_mode = 0;
}
}
static void
motionFunc(int x, int y)
{
int dx, dy;
if (mouse_mode == GLUT_LEFT_BUTTON)
{
dx = mx - x;
dy = my - y;
camRotZ = saved_camRotZ - dx * 0.25;
camAzimuth = saved_camAzimuth - dy * 0.25;
if (camAzimuth > 89.99)
camAzimuth = 89.99;
else if (camAzimuth < -89.99)
camAzimuth = -89.99;
}
else if (mouse_mode == GLUT_RIGHT_BUTTON)
{
dy = my - y;
camDistance = saved_camDistance - dy * sizex;
if (camDistance < 0.01)
camDistance = 0.01;
}
}
static void
initialize_volume(const char *fname, unsigned char iso)
{
read_volume(fname);
isovalue = iso;
if (epsilon > 0)
printf("Iso-value = %d (+/- %d)\n", isovalue, epsilon);
else
printf("Iso-value = %d\n", isovalue);
// Initial distance from camera position to center of volume
camDistance = 2.0 * nx * sizex;
}
int
main(int argc, char **argv)
{
glutInit(&argc, argv);
if (argc != 3)
{
printf("usage: %s datafile isovalue\n", argv[0]);
exit(0);
}
initialize_volume(argv[1], atoi(argv[2]));
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutInitWindowPosition(0, 0);
window = glutCreateWindow("OpenGL Framework");
glutDisplayFunc(&DrawScene);
glutIdleFunc(&DrawScene);
glutReshapeFunc(&ReSizeScene);
glutSpecialFunc(&specialKeyPressed);
glutKeyboardFunc(&keyPressed);
glutMouseFunc(&mouseFunc);
glutMotionFunc(&motionFunc);
InitOpenGL();
glutMainLoop();
return 1;
}
/* Computer Graphics, Assignment, Volume rendering with cubes/points/isosurface
*
* Student name ....
* Student email ...
* Collegekaart ....
* Date ............
* Comments ........
*
* (always fill in these fields before submitting!!)
*/
#include <stdlib.h>
#include <stdio.h>
#include <assert.h>
#include "marching_tetrahedra.h"
/* Compute a linearly interpolated position where an isosurface cuts
an edge between two vertices (p1 and p2), each with their own
scalar value (v1 and v2) */
static vec3
interpolate_points(unsigned char isovalue, vec3 p1, vec3 p2,
unsigned char v1, unsigned char v2)
{
/* Initially, simply return the midpoint between p1 and p2.
So no real interpolation is done yet */
return v3_add(v3_multiply(p1, 0.5), v3_multiply(p2, 0.5));
}
/* Using the given iso-value generate triangles for the tetrahedron
defined by corner vertices v0, v1, v2, v3 of cell c.
Store the resulting triangles in the "triangles" array.
Return the number of triangles created (either 0, 1, or 2).
Note: the output array "triangles" should have space for at least
2 triangles.
*/
static int
generate_tetrahedron_triangles(triangle *triangles, unsigned char isovalue,
cell c, int v0, int v1, int v2, int v3)
{
unsigned char *v = c.value;
vec3 *p = triangles[0].p;
int bitsystem = 0;
if(c.value[v0] > isovalue) bitsystem += 1;
if(c.value[v1] > isovalue) bitsystem += 2;
if(c.value[v2] > isovalue) bitsystem += 4;
if(c.value[v3] > isovalue) bitsystem += 8;
switch( bitsystem )
{
case 1: case 14: // 0001
p[0] = interpolate_points(isovalue, c.p[v0], c.p[v1], v[v0], v[v1]);
p[1] = interpolate_points(isovalue, c.p[v0], c.p[v2], v[v0], v[v2]);
p[2] = interpolate_points(isovalue, c.p[v0], c.p[v3], v[v0], v[v3]);
return 1;
case 2: case 13: // 0010
p[0] = interpolate_points(isovalue, c.p[v1], c.p[v0], v[v1], v[v0]);
p[1] = interpolate_points(isovalue, c.p[v1], c.p[v3], v[v1], v[v3]);
p[2] = interpolate_points(isovalue, c.p[v1], c.p[v2], v[v1], v[v2]);
return 1;
case 4: case 11: // 0100
p[0] = interpolate_points(isovalue, c.p[v2], c.p[v0], v[v2], v[v0]);
p[1] = interpolate_points(isovalue, c.p[v2], c.p[v1], v[v2], v[v1]);
p[2] = interpolate_points(isovalue, c.p[v2], c.p[v3], v[v2], v[v3]);
return 1;
case 8: case 7: // 1000
p[0] = interpolate_points(isovalue, c.p[v3], c.p[v0], v[v3], v[v0]);
p[1] = interpolate_points(isovalue, c.p[v3], c.p[v2], v[v3], v[v2]);
p[2] = interpolate_points(isovalue, c.p[v3], c.p[v1], v[v3], v[v1]);
return 1;
case 5: case 10: // 0101
p[0] = interpolate_points(isovalue, c.p[v0], c.p[v1], v[v0], v[v1]);
p[1] = interpolate_points(isovalue, c.p[v2], c.p[v3], v[v2], v[v3]);
p[2] = interpolate_points(isovalue, c.p[v0], c.p[v3], v[v0], v[v3]);
p = triangles[1].p;
p[0] = interpolate_points(isovalue, c.p[v0], c.p[v1], v[v0], v[v1]);
p[1] = interpolate_points(isovalue, c.p[v1], c.p[v2], v[v1], v[v2]);
p[2] = interpolate_points(isovalue, c.p[v2], c.p[v3], v[v2], v[v3]);
return 2;
case 3: case 12: // 0011
p[0] = interpolate_points(isovalue, c.p[v0], c.p[v3], v[v0], v[v3]);
p[1] = interpolate_points(isovalue, c.p[v0], c.p[v2], v[v0], v[v2]);
p[2] = interpolate_points(isovalue, c.p[v1], c.p[v3], v[v1], v[v3]);
p = triangles[1].p;
p[0] = interpolate_points(isovalue, c.p[v1], c.p[v3], v[v1], v[v3]);
p[2] = interpolate_points(isovalue, c.p[v1], c.p[v2], v[v1], v[v2]);
p[1] = interpolate_points(isovalue, c.p[v0], c.p[v2], v[v0], v[v2]);
return 2;
case 6: case 9: // 0110
p[0] = interpolate_points(isovalue, c.p[v0], c.p[v1], v[v0], v[v1]);
p[2] = interpolate_points(isovalue, c.p[v1], c.p[v3], v[v1], v[v3]);
p[1] = interpolate_points(isovalue, c.p[v2], c.p[v3], v[v2], v[v3]);
p = triangles[1].p;
p[0] = interpolate_points(isovalue, c.p[v0], c.p[v1], v[v0], v[v1]);
p[1] = interpolate_points(isovalue, c.p[v0], c.p[v2], v[v0], v[v2]);
p[2] = interpolate_points(isovalue, c.p[v2], c.p[v3], v[v2], v[v3]);
return 2;
default: // 0000
return 0;
}
}
/* Generate triangles for a single cell for the given iso-value. This function
should produce at most 6 * 2 triangles (for which the "triangles" array
should have enough space).
Use calls to generate_tetrahedron_triangles().
Return the number of triangles produced
*/
int
generate_cell_triangles(triangle *triangles, cell c, unsigned char isovalue)
{
const int points[24] = {0,1,3,7,0,2,6,7,0,1,5,7,0,2,3,7,0,4,5,7,0,4,6,7};
int i, tri_count = 0;
for( i = 0; i < 21; i += 4 )
{
tri_count += generate_tetrahedron_triangles(triangles + tri_count,
isovalue, c, points[i], points[i+1], points[i+2], points[i+3]);
}
return tri_count;
}
#ifndef MARCHING_TETRAHEDRA_H
#define MARCHING_TETRAHEDRA_H
#include "v3math.h"
#include "volume.h"
typedef struct
{
vec3 p[3];
vec3 n[3];
}
triangle;
int generate_cell_triangles(triangle *triangles, cell c, unsigned char isovalue);
#endif
#ifndef V3MATH_H
#define V3MATH_H
#include <math.h>
typedef struct
{
float x, y, z;
}
vec3;
// Create a new 3-vector of floats
static inline vec3
v3_create(float x, float y, float z)
{
vec3 res;
res.x = x;
res.y = y;
res.z = z;
return res;
}
// Return -a
static inline vec3
v3_negate(vec3 a)
{
vec3 res;
res.x = - a.x;
res.y = - a.y;
res.z = - a.z;
return res;
}
// Return a + b
static inline vec3
v3_add(vec3 a,vec3 b)
{
vec3 res;
res.x = a.x+b.x;
res.y = a.y+b.y;
res.z = a.z+b.z;
return res;
}
// Return a - b
static inline vec3
v3_subtract(vec3 a, vec3 b)
{
vec3 res;
res.x = a.x-b.x;
res.y = a.y-b.y;
res.z = a.z-b.z;
return res;
}
// Return a / |a|
static inline vec3
v3_normalize(vec3 a)
{
vec3 res;
double l = sqrt(a.x*a.x + a.y*a.y + a.z*a.z);
res = a;
res.x /= l;
res.y /= l;
res.z /= l;
return res;
}
// Return a ^ b
static inline vec3
v3_crossprod(vec3 a, vec3 b)
{
vec3 res;
res.x = a.y*b.z - a.z*b.y;
res.y = a.z*b.x - a.x*b.z;
res.z = a.x*b.y - a.y*b.x;
return res;
}
// Return a * b
static inline float
v3_dotprod(vec3 a, vec3 b)
{
return a.x*b.x + a.y*b.y + a.z*b.z;
}
// Return a*s
static inline vec3
v3_multiply(vec3 a, float s)
{
vec3 res;
res.x = a.x*s;
res.y = a.y*s;
res.z = a.z*s;
return res;
}
// Return |a|
static inline float
v3_length(vec3 a)
{
return sqrt(a.x*a.x + a.y*a.y + a.z*a.z);
}
// Return the i-th component of a, i.e. for i=0
// this returns a.x
static inline float
v3_component(vec3 a, int i)
{
if (i == 0)
return a.x;
else if (i == 1)
return a.y;
else
return a.z;
}
// Set the i-th component of a to v
static inline vec3
v3_set_component(vec3 a, int i, float v)
{
vec3 res = a;
if (i == 0)
res.x = v;
else if (i == 1)
res.y = v;
else
res.z = v;
return res;
}
#endif
/* Computer Graphics, Assignment, Volume rendering with cubes/points/isosurface
*
* Student name ....
* Student email ...
* Collegekaart ....
* Date ............
* Comments ........
*
* (always fill in these fields before submitting!!)
*/
#include <stdio.h>
#include <stdlib.h>
#include "volume.h"
/* The voxels of the volume dataset, stored as a one-dimensional array */
unsigned char *volume;
/* The dimensions of the volume dataset */
int nx, ny, nz;
/* The size of a voxel */
float sizex, sizey, sizez;
/* Utility function to convert the index of a voxel
into an index in the volume array above */
int
voxel2idx(int i, int j, int k)
{
return (k*ny + j)*nx + i;
}
/* Extract a cell from the volume, so that datapoint 0 of the
cell corresponds to voxel (i, j, k), datapoint 1 to voxel (i+1, j, k),
etc. See Figure 3 in the assignment. */
cell
get_cell(int i, int j, int k)
{
cell c;
c.p[0] = v3_create(i, j, k);
c.p[1] = v3_create(i+1, j, k);
c.p[2] = v3_create(i, j+1, k);
c.p[3] = v3_create(i+1, j+1, k);
c.p[4] = v3_create(i, j, k+1);
c.p[5] = v3_create(i+1, j, k+1);
c.p[6] = v3_create(i, j+1, k+1);
c.p[7] = v3_create(i+1, j+1, k+1);
c.value[0] = volume[voxel2idx(i, j, k)];
c.value[1] = volume[voxel2idx(i+1, j, k)];
c.value[2] = volume[voxel2idx(i, j+1, k)];
c.value[3] = volume[voxel2idx(i+1, j+1, k)];
c.value[4] = volume[voxel2idx(i, j, k+1)];
c.value[5] = volume[voxel2idx(i+1, j, k+1)];
c.value[6] = volume[voxel2idx(i, j+1, k+1)];
c.value[7] = volume[voxel2idx(i+1, j+1, k+1)];
return c;
}
/* Utility function to read a volume dataset from a VTK file.
This will store the data in the "volume" array and update the dimension
and size values. */
void
read_volume(const char *fname)
{
FILE *f;
char s[256];
int nvoxels;
printf("Reading %s\n", fname);
f = fopen(fname, "rb");
if (!f)
{
fprintf(stderr, "read_volume(): Could not open file '%s' for reading!\n", fname);
exit(-1);
}
// header line
fgets(s, 255, f);
// comment line
fgets(s, 255, f);
// BINARY
fgets(s, 255, f);
// DATASET STRUCTURED_POINTS
fgets(s, 255, f);
// DIMENSIONS %d %d %d
fscanf(f, "%s %d %d %d\n", s, &nx, &ny, &nz);
printf("%d x %d x %d voxels\n", nx, ny, nz);
// ASPECT_RATIO/SPACING %f %f %f
fscanf(f, "%s %f %f %f\n", s, &sizex, &sizey, &sizez);
printf("voxel sizes: %.3f, %.3f, %.3f\n", sizex, sizey, sizez);
// ORIGIN ...
fgets(s, 255, f);
// POINT_DATA ...
fgets(s, 255, f);
// SCALARS ...
fgets(s, 255, f);
// LOOKUP_TABLE ...
fgets(s, 255, f);
// allocate memory to hold the volume data and read it from file
nvoxels = nx * ny * nz;
volume = (unsigned char*)malloc(nvoxels);
if (fread(volume, 1, nvoxels, f) < (size_t)nvoxels)
{
printf("WARNING: not all data could be read!\n");
}
fclose(f);
}
#ifndef VOLUME_H
#define VOLUME_H
#include "v3math.h"
/* A cell in the volume dataset, consisting of 8 neighbouring datapoints;
p[] contains the corner positions, value[] the associated scalar values */
typedef struct
{
vec3 p[8];
vec3 n[8]; // Note: we experiment with normals in the solution
unsigned char value[8];
}
cell;
/* The data points in the volume dataset, stored as a one-dimensional array */
extern unsigned char *volume;
/* The dimensions of the volume dataset in number of voxels in each
dimension*/
extern int nx, ny, nz;
/* The size of a voxel for each dimension */
extern float sizex, sizey, sizez;
/* Utility function to convert the index of a datapoint
into an index in the volume array above */
int voxel2idx(int i, int j, int k);
/* Extract a cell from the volume, so that datapoint 0 of the
cell corresponds to voxel (i, j, k) */
cell get_cell(int i, int j, int k);
/* Utility function to read a volume dataset from a file.
This will store the data in the "volume" array and update the dimension
and size values. */
void read_volume(const char *fname);
#endif
PROG = ass4 PROG = philosophers
CC = gcc CC = gcc
CFLAGS = -std=c99 -pedantic -Wall -Wextra -D_GNU_SOURCE # -D_POSIX_SOURCE CFLAGS = -ansi -Wall -Wextra -O3 -pthread
LFLAGS = -lpthread OFILES = host.o
OFILES = main.o
RM = rm -f RM = rm -f
ifdef DEBUG
CFLAGS +=-ggdb
else
CFLAGS +=-O3
endif
$(PROG): $(OFILES) $(PROG): $(OFILES)
$(CC) $(CFLAGS) $(LFLAGS) -o $@ $(OFILES) $(CC) -o $(PROG) $(OFILES) $(CFLAGS)
%.o: %.c %.o: %.c
$(CC) $(CFLAGS) -o $@ -c $< $(CC) -c $< $(CFLAGS)
clean: clean:
$(RM) $(OFILES) $(PROG) $(RM) *.o $(PROG)
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