911 lines
26 KiB
C
911 lines
26 KiB
C
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/* Copyright (c) Mark J. Kilgard, 1994, 1997. */
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/* This program is freely distributable without licensing fees
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and is provided without guarantee or warrantee expressed or
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implied. This program is -not- in the public domain. */
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/* Example for PC game developers to show how to *combine* texturing,
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reflections, and projected shadows all in real-time with OpenGL.
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Robust reflections use stenciling. Robust projected shadows
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use both stenciling and polygon offset. PC game programmers
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should realize that neither stenciling nor polygon offset are
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supported by Direct3D, so these real-time rendering algorithms
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are only really viable with OpenGL.
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The program has modes for disabling the stenciling and polygon
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offset uses. It is worth running this example with these features
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toggled off so you can see the sort of artifacts that result.
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Notice that the floor texturing, reflections, and shadowing
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all co-exist properly. */
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/* When you run this program: Left mouse button controls the
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view. Middle mouse button controls light position (left &
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right rotates light around dino; up & down moves light
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position up and down). Right mouse button pops up menu. */
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/* Check out the comments in the "redraw" routine to see how the
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reflection blending and surface stenciling is done. You can
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also see in "redraw" how the projected shadows are rendered,
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including the use of stenciling and polygon offset. */
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/* This program is derived from glutdino.c */
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/* Compile: cc -o dinoshade dinoshade.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h> /* for cos(), sin(), and sqrt() */
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#include <stddef.h> /* for ptrdiff_t, referenced by GL.h when GL_GLEXT_LEGACY defined */
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#define GL_GLEXT_LEGACY
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#include <GL/glut.h> /* OpenGL Utility Toolkit header */
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/* Some <math.h> files do not define M_PI... */
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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/* Variable controlling various rendering modes. */
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static int stencilReflection = 1, stencilShadow = 1, offsetShadow = 1;
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static int renderShadow = 1, renderDinosaur = 1, renderReflection = 1;
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static int linearFiltering = 0, useMipmaps = 0, useTexture = 1;
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static int reportSpeed = 0;
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static int animation = 1;
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static GLboolean lightSwitch = GL_TRUE;
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static int directionalLight = 1;
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static int forceExtension = 0;
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/* Time varying or user-controled variables. */
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static float jump = 0.0;
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static float lightAngle = 0.0, lightHeight = 20;
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GLfloat angle = -150; /* in degrees */
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GLfloat angle2 = 30; /* in degrees */
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int moving, startx, starty;
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int lightMoving = 0, lightStartX, lightStartY;
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enum {
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MISSING, EXTENSION, ONE_DOT_ONE
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};
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int polygonOffsetVersion;
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static GLdouble bodyWidth = 3.0;
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/* *INDENT-OFF* */
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static GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},
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{11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},
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{8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},
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{1, 2} };
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static GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},
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{15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},
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{13, 9}, {11, 11}, {9, 11} };
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static GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},
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{12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };
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static GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},
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{9.6, 15.25}, {9, 15.25} };
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static GLfloat lightPosition[4];
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static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */
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static GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0};
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/* *INDENT-ON* */
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/* Nice floor texture tiling pattern. */
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static char *circles[] = {
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"....xxxx........",
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"..xxxxxxxx......",
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".xxxxxxxxxx.....",
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".xxx....xxx.....",
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"xxx......xxx....",
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"xxx......xxx....",
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"xxx......xxx....",
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"xxx......xxx....",
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".xxx....xxx.....",
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".xxxxxxxxxx.....",
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"..xxxxxxxx......",
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"....xxxx........",
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"................",
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"................",
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"................",
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"................",
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};
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static void
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makeFloorTexture(void)
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{
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GLubyte floorTexture[16][16][3];
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GLubyte *loc;
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int s, t;
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/* Setup RGB image for the texture. */
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loc = (GLubyte*) floorTexture;
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for (t = 0; t < 16; t++) {
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for (s = 0; s < 16; s++) {
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if (circles[t][s] == 'x') {
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/* Nice green. */
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loc[0] = 0x1f;
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loc[1] = 0x8f;
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loc[2] = 0x1f;
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} else {
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/* Light gray. */
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loc[0] = 0xaa;
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loc[1] = 0xaa;
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loc[2] = 0xaa;
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}
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loc += 3;
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (useMipmaps) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 16, 16,
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GL_RGB, GL_UNSIGNED_BYTE, floorTexture);
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} else {
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if (linearFiltering) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, 3, 16, 16, 0,
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GL_RGB, GL_UNSIGNED_BYTE, floorTexture);
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}
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}
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enum {
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X, Y, Z, W
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};
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enum {
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A, B, C, D
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};
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/* Create a matrix that will project the desired shadow. */
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void
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shadowMatrix(GLfloat shadowMat[4][4],
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GLfloat groundplane[4],
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GLfloat lightpos[4])
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{
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GLfloat dot;
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/* Find dot product between light position vector and ground plane normal. */
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dot = groundplane[X] * lightpos[X] +
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groundplane[Y] * lightpos[Y] +
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groundplane[Z] * lightpos[Z] +
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groundplane[W] * lightpos[W];
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shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
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shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
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shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
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shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
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shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
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shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
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shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
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shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
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shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
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shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
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shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
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shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
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shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
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shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
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shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
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shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
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}
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/* Find the plane equation given 3 points. */
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void
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findPlane(GLfloat plane[4],
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GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
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{
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GLfloat vec0[3], vec1[3];
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/* Need 2 vectors to find cross product. */
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vec0[X] = v1[X] - v0[X];
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vec0[Y] = v1[Y] - v0[Y];
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vec0[Z] = v1[Z] - v0[Z];
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vec1[X] = v2[X] - v0[X];
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vec1[Y] = v2[Y] - v0[Y];
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vec1[Z] = v2[Z] - v0[Z];
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/* find cross product to get A, B, and C of plane equation */
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plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
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plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
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plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
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plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
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}
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void
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extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
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GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
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{
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static GLUtriangulatorObj *tobj = NULL;
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GLdouble vertex[3], dx, dy, len;
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int i;
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int count = (int) (dataSize / (2 * sizeof(GLfloat)));
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if (tobj == NULL) {
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tobj = gluNewTess(); /* create and initialize a GLU
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polygon tesselation object */
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gluTessCallback(tobj, GLU_BEGIN, glBegin);
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gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */
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gluTessCallback(tobj, GLU_END, glEnd);
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}
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glNewList(side, GL_COMPILE);
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glShadeModel(GL_SMOOTH); /* smooth minimizes seeing
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tessellation */
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gluBeginPolygon(tobj);
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for (i = 0; i < count; i++) {
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vertex[0] = data[i][0];
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vertex[1] = data[i][1];
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vertex[2] = 0;
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gluTessVertex(tobj, vertex, data[i]);
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}
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gluEndPolygon(tobj);
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glEndList();
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glNewList(edge, GL_COMPILE);
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glShadeModel(GL_FLAT); /* flat shade keeps angular hands
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from being "smoothed" */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= count; i++) {
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#if 1 /* weird, but seems to be legal */
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/* mod function handles closing the edge */
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glVertex3f(data[i % count][0], data[i % count][1], 0.0);
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glVertex3f(data[i % count][0], data[i % count][1], thickness);
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/* Calculate a unit normal by dividing by Euclidean
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distance. We * could be lazy and use
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glEnable(GL_NORMALIZE) so we could pass in * arbitrary
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normals for a very slight performance hit. */
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dx = data[(i + 1) % count][1] - data[i % count][1];
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dy = data[i % count][0] - data[(i + 1) % count][0];
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len = sqrt(dx * dx + dy * dy);
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glNormal3f(dx / len, dy / len, 0.0);
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#else /* the nice way of doing it */
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/* Calculate a unit normal by dividing by Euclidean
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distance. We * could be lazy and use
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glEnable(GL_NORMALIZE) so we could pass in * arbitrary
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normals for a very slight performance hit. */
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dx = data[i % count][1] - data[(i - 1 + count) % count][1];
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dy = data[(i - 1 + count) % count][0] - data[i % count][0];
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len = sqrt(dx * dx + dy * dy);
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glNormal3f(dx / len, dy / len, 0.0);
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/* mod function handles closing the edge */
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glVertex3f(data[i % count][0], data[i % count][1], 0.0);
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glVertex3f(data[i % count][0], data[i % count][1], thickness);
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#endif
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}
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glEnd();
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glEndList();
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glNewList(whole, GL_COMPILE);
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glFrontFace(GL_CW);
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glCallList(edge);
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glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */
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glCallList(side);
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glPushMatrix();
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glTranslatef(0.0, 0.0, thickness);
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glFrontFace(GL_CCW);
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glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */
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glCallList(side);
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glPopMatrix();
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glEndList();
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}
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/* Enumerants for refering to display lists. */
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typedef enum {
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RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,
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LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE
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} displayLists;
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static void
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makeDinosaur(void)
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{
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extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,
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BODY_SIDE, BODY_EDGE, BODY_WHOLE);
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extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,
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ARM_SIDE, ARM_EDGE, ARM_WHOLE);
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extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,
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LEG_SIDE, LEG_EDGE, LEG_WHOLE);
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extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,
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EYE_SIDE, EYE_EDGE, EYE_WHOLE);
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}
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static void
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drawDinosaur(void)
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{
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glPushMatrix();
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/* Translate the dinosaur to be at (0,8,0). */
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glTranslatef(-8, 0, -bodyWidth / 2);
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glTranslatef(0.0, jump, 0.0);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);
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glCallList(BODY_WHOLE);
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glTranslatef(0.0, 0.0, bodyWidth);
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glCallList(ARM_WHOLE);
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glCallList(LEG_WHOLE);
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glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);
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glCallList(ARM_WHOLE);
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glTranslatef(0.0, 0.0, -bodyWidth / 4);
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glCallList(LEG_WHOLE);
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glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);
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glCallList(EYE_WHOLE);
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glPopMatrix();
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}
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static GLfloat floorVertices[4][3] = {
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{ -20.0, 0.0, 20.0 },
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{ 20.0, 0.0, 20.0 },
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{ 20.0, 0.0, -20.0 },
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{ -20.0, 0.0, -20.0 },
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};
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/* Draw a floor (possibly textured). */
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static void
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drawFloor(void)
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{
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glDisable(GL_LIGHTING);
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if (useTexture) {
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glEnable(GL_TEXTURE_2D);
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}
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0);
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glVertex3fv(floorVertices[0]);
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glTexCoord2f(0.0, 16.0);
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glVertex3fv(floorVertices[1]);
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glTexCoord2f(16.0, 16.0);
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glVertex3fv(floorVertices[2]);
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glTexCoord2f(16.0, 0.0);
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glVertex3fv(floorVertices[3]);
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glEnd();
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if (useTexture) {
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glDisable(GL_TEXTURE_2D);
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}
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glEnable(GL_LIGHTING);
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}
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static GLfloat floorPlane[4];
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static GLfloat floorShadow[4][4];
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static void
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redraw(void)
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{
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int start, end;
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if (reportSpeed) {
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start = glutGet(GLUT_ELAPSED_TIME);
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}
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/* Clear; default stencil clears to zero. */
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if ((stencilReflection && renderReflection) || (stencilShadow && renderShadow)) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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} else {
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/* Avoid clearing stencil when not using it. */
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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/* Reposition the light source. */
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lightPosition[0] = 12*cos(lightAngle);
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lightPosition[1] = lightHeight;
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lightPosition[2] = 12*sin(lightAngle);
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if (directionalLight) {
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lightPosition[3] = 0.0;
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} else {
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lightPosition[3] = 1.0;
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}
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shadowMatrix(floorShadow, floorPlane, lightPosition);
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glPushMatrix();
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/* Perform scene rotations based on user mouse input. */
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glRotatef(angle2, 1.0, 0.0, 0.0);
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glRotatef(angle, 0.0, 1.0, 0.0);
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/* Tell GL new light source position. */
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glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
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if (renderReflection) {
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if (stencilReflection) {
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/* We can eliminate the visual "artifact" of seeing the "flipped"
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dinosaur underneath the floor by using stencil. The idea is
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draw the floor without color or depth update but so that
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a stencil value of one is where the floor will be. Later when
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rendering the dinosaur reflection, we will only update pixels
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with a stencil value of 1 to make sure the reflection only
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lives on the floor, not below the floor. */
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/* Don't update color or depth. */
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glDisable(GL_DEPTH_TEST);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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/* Draw 1 into the stencil buffer. */
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
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/* Now render floor; floor pixels just get their stencil set to 1. */
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drawFloor();
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/* Re-enable update of color and depth. */
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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/* Now, only render where stencil is set to 1. */
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glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if ==1 */
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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glPushMatrix();
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/* The critical reflection step: Reflect dinosaur through the floor
|
|
(the Y=0 plane) to make a relection. */
|
|
glScalef(1.0, -1.0, 1.0);
|
|
|
|
/* Reflect the light position. */
|
|
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
|
|
|
|
/* To avoid our normals getting reversed and hence botched lighting
|
|
on the reflection, turn on normalize. */
|
|
glEnable(GL_NORMALIZE);
|
|
glCullFace(GL_FRONT);
|
|
|
|
/* Draw the reflected dinosaur. */
|
|
drawDinosaur();
|
|
|
|
/* Disable noramlize again and re-enable back face culling. */
|
|
glDisable(GL_NORMALIZE);
|
|
glCullFace(GL_BACK);
|
|
|
|
glPopMatrix();
|
|
|
|
/* Switch back to the unreflected light position. */
|
|
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
|
|
|
|
if (stencilReflection) {
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|
|
}
|
|
|
|
/* Back face culling will get used to only draw either the top or the
|
|
bottom floor. This let's us get a floor with two distinct
|
|
appearances. The top floor surface is reflective and kind of red.
|
|
The bottom floor surface is not reflective and blue. */
|
|
|
|
/* Draw "bottom" of floor in blue. */
|
|
glFrontFace(GL_CW); /* Switch face orientation. */
|
|
glColor4f(0.1, 0.1, 0.7, 1.0);
|
|
drawFloor();
|
|
glFrontFace(GL_CCW);
|
|
|
|
if (renderShadow) {
|
|
if (stencilShadow) {
|
|
/* Draw the floor with stencil value 3. This helps us only
|
|
draw the shadow once per floor pixel (and only on the
|
|
floor pixels). */
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_ALWAYS, 3, 0xffffffff);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
}
|
|
}
|
|
|
|
/* Draw "top" of floor. Use blending to blend in reflection. */
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glColor4f(0.7, 0.0, 0.0, 0.3);
|
|
glColor4f(1.0, 1.0, 1.0, 0.3);
|
|
drawFloor();
|
|
glDisable(GL_BLEND);
|
|
|
|
if (renderDinosaur) {
|
|
/* Draw "actual" dinosaur, not its reflection. */
|
|
drawDinosaur();
|
|
}
|
|
|
|
if (renderShadow) {
|
|
|
|
/* Render the projected shadow. */
|
|
|
|
if (stencilShadow) {
|
|
|
|
/* Now, only render where stencil is set above 2 (ie, 3 where
|
|
the top floor is). Update stencil with 2 where the shadow
|
|
gets drawn so we don't redraw (and accidently reblend) the
|
|
shadow). */
|
|
glStencilFunc(GL_LESS, 2, 0xffffffff); /* draw if ==1 */
|
|
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
|
}
|
|
|
|
/* To eliminate depth buffer artifacts, we use polygon offset
|
|
to raise the depth of the projected shadow slightly so
|
|
that it does not depth buffer alias with the floor. */
|
|
if (offsetShadow) {
|
|
switch (polygonOffsetVersion) {
|
|
case EXTENSION:
|
|
#ifdef GL_EXT_polygon_offset
|
|
glEnable(GL_POLYGON_OFFSET_EXT);
|
|
break;
|
|
#endif
|
|
#ifdef GL_VERSION_1_1
|
|
case ONE_DOT_ONE:
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
break;
|
|
#endif
|
|
case MISSING:
|
|
/* Oh well. */
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Render 50% black shadow color on top of whatever the
|
|
floor appareance is. */
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_LIGHTING); /* Force the 50% black. */
|
|
glColor4f(0.0, 0.0, 0.0, 0.5);
|
|
|
|
glPushMatrix();
|
|
/* Project the shadow. */
|
|
glMultMatrixf((GLfloat *) floorShadow);
|
|
drawDinosaur();
|
|
glPopMatrix();
|
|
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_LIGHTING);
|
|
|
|
if (offsetShadow) {
|
|
switch (polygonOffsetVersion) {
|
|
#ifdef GL_EXT_polygon_offset
|
|
case EXTENSION:
|
|
glDisable(GL_POLYGON_OFFSET_EXT);
|
|
break;
|
|
#endif
|
|
#ifdef GL_VERSION_1_1
|
|
case ONE_DOT_ONE:
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
break;
|
|
#endif
|
|
case MISSING:
|
|
/* Oh well. */
|
|
break;
|
|
}
|
|
}
|
|
if (stencilShadow) {
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|
|
}
|
|
|
|
glPushMatrix();
|
|
glDisable(GL_LIGHTING);
|
|
glColor3f(1.0, 1.0, 0.0);
|
|
if (directionalLight) {
|
|
/* Draw an arrowhead. */
|
|
glDisable(GL_CULL_FACE);
|
|
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
|
|
glRotatef(lightAngle * -180.0 / M_PI, 0, 1, 0);
|
|
glRotatef(atan(lightHeight/12) * 180.0 / M_PI, 0, 0, 1);
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
glVertex3f(0, 0, 0);
|
|
glVertex3f(2, 1, 1);
|
|
glVertex3f(2, -1, 1);
|
|
glVertex3f(2, -1, -1);
|
|
glVertex3f(2, 1, -1);
|
|
glVertex3f(2, 1, 1);
|
|
glEnd();
|
|
/* Draw a white line from light direction. */
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0, 0, 0);
|
|
glVertex3f(5, 0, 0);
|
|
glEnd();
|
|
glEnable(GL_CULL_FACE);
|
|
} else {
|
|
/* Draw a yellow ball at the light source. */
|
|
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
|
|
glutSolidSphere(1.0, 5, 5);
|
|
}
|
|
glEnable(GL_LIGHTING);
|
|
glPopMatrix();
|
|
|
|
glPopMatrix();
|
|
|
|
if (reportSpeed) {
|
|
glFinish();
|
|
end = glutGet(GLUT_ELAPSED_TIME);
|
|
printf("Speed %.3g frames/sec (%d ms)\n", 1000.0/(end-start), end-start);
|
|
}
|
|
|
|
glutSwapBuffers();
|
|
}
|
|
|
|
/* ARGSUSED2 */
|
|
static void
|
|
mouse(int button, int state, int x, int y)
|
|
{
|
|
if (button == GLUT_LEFT_BUTTON) {
|
|
if (state == GLUT_DOWN) {
|
|
moving = 1;
|
|
startx = x;
|
|
starty = y;
|
|
}
|
|
if (state == GLUT_UP) {
|
|
moving = 0;
|
|
}
|
|
}
|
|
if (button == GLUT_MIDDLE_BUTTON) {
|
|
if (state == GLUT_DOWN) {
|
|
lightMoving = 1;
|
|
lightStartX = x;
|
|
lightStartY = y;
|
|
}
|
|
if (state == GLUT_UP) {
|
|
lightMoving = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ARGSUSED1 */
|
|
static void
|
|
motion(int x, int y)
|
|
{
|
|
if (moving) {
|
|
angle = angle + (x - startx);
|
|
angle2 = angle2 + (y - starty);
|
|
startx = x;
|
|
starty = y;
|
|
glutPostRedisplay();
|
|
}
|
|
if (lightMoving) {
|
|
lightAngle += (x - lightStartX)/40.0;
|
|
lightHeight += (lightStartY - y)/20.0;
|
|
lightStartX = x;
|
|
lightStartY = y;
|
|
glutPostRedisplay();
|
|
}
|
|
}
|
|
|
|
/* Advance time varying state when idle callback registered. */
|
|
static void
|
|
idle(void)
|
|
{
|
|
static float time = 0.0;
|
|
|
|
time = glutGet(GLUT_ELAPSED_TIME) / 500.0;
|
|
|
|
jump = 4.0 * fabs(sin(time)*0.5);
|
|
if (!lightMoving) {
|
|
lightAngle += 0.03;
|
|
}
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
enum {
|
|
M_NONE, M_MOTION, M_LIGHT, M_TEXTURE, M_SHADOWS, M_REFLECTION, M_DINOSAUR,
|
|
M_STENCIL_REFLECTION, M_STENCIL_SHADOW, M_OFFSET_SHADOW,
|
|
M_POSITIONAL, M_DIRECTIONAL, M_PERFORMANCE
|
|
};
|
|
|
|
static void
|
|
controlLights(int value)
|
|
{
|
|
switch (value) {
|
|
case M_NONE:
|
|
return;
|
|
case M_MOTION:
|
|
animation = 1 - animation;
|
|
if (animation) {
|
|
glutIdleFunc(idle);
|
|
} else {
|
|
glutIdleFunc(NULL);
|
|
}
|
|
break;
|
|
case M_LIGHT:
|
|
lightSwitch = !lightSwitch;
|
|
if (lightSwitch) {
|
|
glEnable(GL_LIGHT0);
|
|
} else {
|
|
glDisable(GL_LIGHT0);
|
|
}
|
|
break;
|
|
case M_TEXTURE:
|
|
useTexture = !useTexture;
|
|
break;
|
|
case M_SHADOWS:
|
|
renderShadow = 1 - renderShadow;
|
|
break;
|
|
case M_REFLECTION:
|
|
renderReflection = 1 - renderReflection;
|
|
break;
|
|
case M_DINOSAUR:
|
|
renderDinosaur = 1 - renderDinosaur;
|
|
break;
|
|
case M_STENCIL_REFLECTION:
|
|
stencilReflection = 1 - stencilReflection;
|
|
break;
|
|
case M_STENCIL_SHADOW:
|
|
stencilShadow = 1 - stencilShadow;
|
|
break;
|
|
case M_OFFSET_SHADOW:
|
|
offsetShadow = 1 - offsetShadow;
|
|
break;
|
|
case M_POSITIONAL:
|
|
directionalLight = 0;
|
|
break;
|
|
case M_DIRECTIONAL:
|
|
directionalLight = 1;
|
|
break;
|
|
case M_PERFORMANCE:
|
|
reportSpeed = 1 - reportSpeed;
|
|
break;
|
|
}
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
/* When not visible, stop animating. Restart when visible again. */
|
|
static void
|
|
visible(int vis)
|
|
{
|
|
if (vis == GLUT_VISIBLE) {
|
|
if (animation)
|
|
glutIdleFunc(idle);
|
|
} else {
|
|
if (!animation)
|
|
glutIdleFunc(NULL);
|
|
}
|
|
}
|
|
|
|
/* Press any key to redraw; good when motion stopped and
|
|
performance reporting on. */
|
|
/* ARGSUSED */
|
|
static void
|
|
key(unsigned char c, int x, int y)
|
|
{
|
|
if (c == 27) {
|
|
exit(0); /* IRIS GLism, Escape quits. */
|
|
}
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
/* Press any key to redraw; good when motion stopped and
|
|
performance reporting on. */
|
|
/* ARGSUSED */
|
|
static void
|
|
special(int k, int x, int y)
|
|
{
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
static int
|
|
supportsOneDotOne(void)
|
|
{
|
|
const char *version;
|
|
int major, minor;
|
|
|
|
version = (char *) glGetString(GL_VERSION);
|
|
if (sscanf(version, "%d.%d", &major, &minor) == 2)
|
|
return major >= 1 && minor >= 1;
|
|
return 0; /* OpenGL version string malformed! */
|
|
}
|
|
|
|
int
|
|
main(int argc, char **argv)
|
|
{
|
|
int i;
|
|
|
|
glutInit(&argc, argv);
|
|
|
|
for (i=1; i<argc; i++) {
|
|
if (!strcmp("-linear", argv[i])) {
|
|
linearFiltering = 1;
|
|
} else if (!strcmp("-mipmap", argv[i])) {
|
|
useMipmaps = 1;
|
|
} else if (!strcmp("-ext", argv[i])) {
|
|
forceExtension = 1;
|
|
}
|
|
}
|
|
|
|
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
|
|
|
|
#if 0
|
|
/* In GLUT 4.0, you'll be able to do this an be sure to
|
|
get 2 bits of stencil if the machine has it for you. */
|
|
glutInitDisplayString("samples stencil>=2 rgb double depth");
|
|
#endif
|
|
|
|
glutCreateWindow("Shadowy Leapin' Lizards");
|
|
|
|
if (glutGet(GLUT_WINDOW_STENCIL_SIZE) <= 1) {
|
|
printf("dinoshade: Sorry, I need at least 2 bits of stencil.\n");
|
|
exit(1);
|
|
}
|
|
|
|
/* Register GLUT callbacks. */
|
|
glutDisplayFunc(redraw);
|
|
glutMouseFunc(mouse);
|
|
glutMotionFunc(motion);
|
|
glutVisibilityFunc(visible);
|
|
glutKeyboardFunc(key);
|
|
glutSpecialFunc(special);
|
|
|
|
glutCreateMenu(controlLights);
|
|
|
|
glutAddMenuEntry("Toggle motion", M_MOTION);
|
|
glutAddMenuEntry("-----------------------", M_NONE);
|
|
glutAddMenuEntry("Toggle light", M_LIGHT);
|
|
glutAddMenuEntry("Toggle texture", M_TEXTURE);
|
|
glutAddMenuEntry("Toggle shadows", M_SHADOWS);
|
|
glutAddMenuEntry("Toggle reflection", M_REFLECTION);
|
|
glutAddMenuEntry("Toggle dinosaur", M_DINOSAUR);
|
|
glutAddMenuEntry("-----------------------", M_NONE);
|
|
glutAddMenuEntry("Toggle reflection stenciling", M_STENCIL_REFLECTION);
|
|
glutAddMenuEntry("Toggle shadow stenciling", M_STENCIL_SHADOW);
|
|
glutAddMenuEntry("Toggle shadow offset", M_OFFSET_SHADOW);
|
|
glutAddMenuEntry("----------------------", M_NONE);
|
|
glutAddMenuEntry("Positional light", M_POSITIONAL);
|
|
glutAddMenuEntry("Directional light", M_DIRECTIONAL);
|
|
glutAddMenuEntry("-----------------------", M_NONE);
|
|
glutAddMenuEntry("Toggle performance", M_PERFORMANCE);
|
|
glutAttachMenu(GLUT_RIGHT_BUTTON);
|
|
makeDinosaur();
|
|
|
|
#ifdef GL_VERSION_1_1
|
|
if (supportsOneDotOne() && !forceExtension) {
|
|
polygonOffsetVersion = ONE_DOT_ONE;
|
|
glPolygonOffset(-2.0, -9.0);
|
|
} else
|
|
#endif
|
|
{
|
|
#ifdef GL_EXT_polygon_offset
|
|
/* check for the polygon offset extension */
|
|
if (glutExtensionSupported("GL_EXT_polygon_offset")) {
|
|
polygonOffsetVersion = EXTENSION;
|
|
glPolygonOffsetEXT(-2.0, -0.002);
|
|
} else
|
|
#endif
|
|
{
|
|
polygonOffsetVersion = MISSING;
|
|
printf("\ndinoshine: Missing polygon offset.\n");
|
|
printf(" Expect shadow depth aliasing artifacts.\n\n");
|
|
}
|
|
}
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glLineWidth(3.0);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
gluPerspective( /* field of view in degree */ 40.0,
|
|
/* aspect ratio */ 1.0,
|
|
/* Z near */ 20.0, /* Z far */ 100.0);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */
|
|
0.0, 8.0, 0.0, /* center is at (0,8,0) */
|
|
0.0, 1.0, 0.); /* up is in postivie Y direction */
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
|
|
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
|
|
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
|
|
glEnable(GL_LIGHT0);
|
|
glEnable(GL_LIGHTING);
|
|
|
|
makeFloorTexture();
|
|
|
|
/* Setup floor plane for projected shadow calculations. */
|
|
findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]);
|
|
|
|
glutMainLoop();
|
|
return 0; /* ANSI C requires main to return int. */
|
|
}
|