767 lines
22 KiB
C
767 lines
22 KiB
C
/*
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* Shadow demo using the GL_ARB_depth_texture, GL_ARB_shadow and
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* GL_ARB_shadow_ambient extensions.
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*
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* Brian Paul
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* 19 Feb 2001
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*
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* Added GL_EXT_shadow_funcs support on 23 March 2002
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* Added GL_EXT_packed_depth_stencil support on 15 March 2006.
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* Added GL_EXT_framebuffer_object support on 27 March 2006.
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* Removed old SGIX extension support on 5 April 2006.
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*
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glut.h>
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#include "showbuffer.h"
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#define DEG_TO_RAD (3.14159 / 180.0)
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static GLint WindowWidth = 450, WindowHeight = 300;
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static GLfloat Xrot = 15, Yrot = 0, Zrot = 0;
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static GLfloat Red[4] = {1, 0, 0, 1};
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static GLfloat Green[4] = {0, 1, 0, 1};
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static GLfloat Blue[4] = {0, 0, 1, 1};
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static GLfloat Yellow[4] = {1, 1, 0, 1};
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static GLfloat LightDist = 10;
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static GLfloat LightLatitude = 45.0;
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static GLfloat LightLongitude = 45.0;
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static GLfloat LightPos[4];
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static GLfloat SpotDir[3];
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static GLfloat SpotAngle = 40.0 * DEG_TO_RAD;
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static GLfloat ShadowNear = 4.0, ShadowFar = 24.0;
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static GLint ShadowTexWidth = 256, ShadowTexHeight = 256;
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static GLboolean LinearFilter = GL_FALSE;
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static GLfloat Bias = -0.06;
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static GLboolean Anim = GL_TRUE;
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static GLboolean NeedNewShadowMap = GL_FALSE;
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static GLuint ShadowTexture, GrayTexture;
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static GLuint ShadowFBO;
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static GLboolean HaveFBO = GL_FALSE;
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static GLboolean UseFBO = GL_FALSE;
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static GLboolean HavePackedDepthStencil = GL_FALSE;
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static GLboolean UsePackedDepthStencil = GL_FALSE;
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static GLboolean HaveEXTshadowFuncs = GL_FALSE;
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static GLboolean HaveShadowAmbient = GL_FALSE;
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static GLint Operator = 0;
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static const GLenum OperatorFunc[8] = {
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GL_LEQUAL, GL_LESS, GL_GEQUAL, GL_GREATER,
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GL_EQUAL, GL_NOTEQUAL, GL_ALWAYS, GL_NEVER };
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static const char *OperatorName[8] = {
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"GL_LEQUAL", "GL_LESS", "GL_GEQUAL", "GL_GREATER",
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"GL_EQUAL", "GL_NOTEQUAL", "GL_ALWAYS", "GL_NEVER" };
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static GLuint DisplayMode;
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#define SHOW_SHADOWS 0
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#define SHOW_DEPTH_IMAGE 1
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#define SHOW_DEPTH_MAPPING 2
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#define SHOW_DISTANCE 3
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static void
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DrawScene(void)
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{
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GLfloat k = 6;
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/* sphere */
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glPushMatrix();
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glTranslatef(1.6, 2.2, 2.7);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Green);
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glColor4fv(Green);
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glutSolidSphere(1.5, 15, 15);
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glPopMatrix();
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/* dodecahedron */
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glPushMatrix();
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glTranslatef(-2.0, 1.2, 2.1);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Red);
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glColor4fv(Red);
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glutSolidDodecahedron();
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glPopMatrix();
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/* icosahedron */
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glPushMatrix();
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glTranslatef(-0.6, 1.3, -0.5);
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glScalef(1.5, 1.5, 1.5);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Yellow);
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glColor4fv(Red);
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glutSolidIcosahedron();
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glPopMatrix();
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/* a plane */
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glPushMatrix();
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glTranslatef(0, -1.1, 0);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Blue);
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glColor4fv(Blue);
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glNormal3f(0, 1, 0);
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glBegin(GL_POLYGON);
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glVertex3f(-k, 0, -k);
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glVertex3f( k, 0, -k);
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glVertex3f( k, 0, k);
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glVertex3f(-k, 0, k);
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glEnd();
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glPopMatrix();
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}
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/*
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* Load the GL_TEXTURE matrix with the projection from the light
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* source's point of view.
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*/
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static void
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MakeShadowMatrix(const GLfloat lightPos[4], const GLfloat spotDir[3],
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GLfloat spotAngle, GLfloat shadowNear, GLfloat shadowFar)
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{
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GLfloat d;
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(0.5, 0.5, 0.5 + Bias);
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glScalef(0.5, 0.5, 0.5);
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d = shadowNear * tan(spotAngle);
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glFrustum(-d, d, -d, d, shadowNear, shadowFar);
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gluLookAt(lightPos[0], lightPos[1], lightPos[2],
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lightPos[0] + spotDir[0],
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lightPos[1] + spotDir[1],
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lightPos[2] + spotDir[2],
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0, 1, 0);
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glMatrixMode(GL_MODELVIEW);
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}
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static void
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EnableIdentityTexgen(void)
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{
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/* texgen so that texcoord = vertex coord */
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static GLfloat sPlane[4] = { 1, 0, 0, 0 };
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static GLfloat tPlane[4] = { 0, 1, 0, 0 };
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static GLfloat rPlane[4] = { 0, 0, 1, 0 };
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static GLfloat qPlane[4] = { 0, 0, 0, 1 };
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glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
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glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
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glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, qPlane);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_R);
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glEnable(GL_TEXTURE_GEN_Q);
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}
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/*
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* Setup 1-D texgen so that the distance from the light source, between
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* the near and far planes maps to s=0 and s=1. When we draw the scene,
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* the grayness will indicate the fragment's distance from the light
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* source.
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*/
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static void
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EnableDistanceTexgen(const GLfloat lightPos[4], const GLfloat lightDir[3],
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GLfloat lightNear, GLfloat lightFar)
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{
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GLfloat m, d;
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GLfloat sPlane[4];
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GLfloat nearPoint[3];
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m = sqrt(lightDir[0] * lightDir[0] +
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lightDir[1] * lightDir[1] +
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lightDir[2] * lightDir[2]);
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d = lightFar - lightNear;
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/* nearPoint = point on light direction vector which intersects the
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* near plane of the light frustum.
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*/
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nearPoint[0] = lightPos[0] + lightDir[0] / m * lightNear;
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nearPoint[1] = lightPos[1] + lightDir[1] / m * lightNear;
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nearPoint[2] = lightPos[2] + lightDir[2] / m * lightNear;
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sPlane[0] = lightDir[0] / d / m;
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sPlane[1] = lightDir[1] / d / m;
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sPlane[2] = lightDir[2] / d / m;
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sPlane[3] = -(sPlane[0] * nearPoint[0]
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+ sPlane[1] * nearPoint[1]
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+ sPlane[2] * nearPoint[2]);
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glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glEnable(GL_TEXTURE_GEN_S);
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}
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static void
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DisableTexgen(void)
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{
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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}
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static void
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ComputeLightPos(GLfloat dist, GLfloat latitude, GLfloat longitude,
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GLfloat pos[4], GLfloat dir[3])
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{
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pos[0] = dist * sin(longitude * DEG_TO_RAD);
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pos[1] = dist * sin(latitude * DEG_TO_RAD);
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pos[2] = dist * cos(latitude * DEG_TO_RAD) * cos(longitude * DEG_TO_RAD);
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pos[3] = 1;
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dir[0] = -pos[0];
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dir[1] = -pos[1];
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dir[2] = -pos[2];
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}
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/**
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* Render the shadow map / depth texture.
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* The result will be in the texture object named ShadowTexture.
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*/
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static void
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RenderShadowMap(void)
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{
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GLenum depthFormat; /* GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT */
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GLenum depthType; /* GL_UNSIGNED_INT_24_8_EXT or GL_UNSIGNED_INT */
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float d;
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if (WindowWidth >= 1024 && WindowHeight >= 1024) {
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ShadowTexWidth = ShadowTexHeight = 1024;
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}
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else if (WindowWidth >= 512 && WindowHeight >= 512) {
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ShadowTexWidth = ShadowTexHeight = 512;
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}
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else if (WindowWidth >= 256 && WindowHeight >= 256) {
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ShadowTexWidth = ShadowTexHeight = 256;
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}
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else {
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ShadowTexWidth = ShadowTexHeight = 128;
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}
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printf("Rendering %d x %d depth texture\n", ShadowTexWidth, ShadowTexHeight);
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if (UsePackedDepthStencil) {
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depthFormat = GL_DEPTH_STENCIL_EXT;
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depthType = GL_UNSIGNED_INT_24_8_EXT;
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}
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else {
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depthFormat = GL_DEPTH_COMPONENT;
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depthType = GL_UNSIGNED_INT;
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}
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/* compute frustum to enclose spot light cone */
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d = ShadowNear * tan(SpotAngle);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-d, d, -d, d, ShadowNear, ShadowFar);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(LightPos[0], LightPos[1], LightPos[2], /* from */
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0, 0, 0, /* target */
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0, 1, 0); /* up */
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if (UseFBO) {
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glTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
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ShadowTexWidth, ShadowTexHeight, 0,
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depthFormat, depthType, NULL);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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assert(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
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== GL_FRAMEBUFFER_COMPLETE_EXT);
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}
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assert(!glIsEnabled(GL_TEXTURE_1D));
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assert(!glIsEnabled(GL_TEXTURE_2D));
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glViewport(0, 0, ShadowTexWidth, ShadowTexHeight);
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glClear(GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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DrawScene();
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if (UseFBO) {
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/* all done! */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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else {
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/*
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* copy depth buffer into the texture map
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*/
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if (DisplayMode == SHOW_DEPTH_MAPPING) {
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/* load depth image as gray-scale luminance texture */
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GLuint *depth = (GLuint *)
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malloc(ShadowTexWidth * ShadowTexHeight * sizeof(GLuint));
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assert(depth);
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glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight,
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depthFormat, depthType, depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
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ShadowTexWidth, ShadowTexHeight, 0,
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GL_LUMINANCE, GL_UNSIGNED_INT, depth);
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free(depth);
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}
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else {
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/* The normal shadow case - a real depth texture */
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glCopyTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
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0, 0, ShadowTexWidth, ShadowTexHeight, 0);
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if (UsePackedDepthStencil) {
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/* debug check */
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GLint intFormat;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
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GL_TEXTURE_INTERNAL_FORMAT, &intFormat);
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assert(intFormat == GL_DEPTH_STENCIL_EXT);
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}
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}
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}
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}
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/**
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* Show the shadow map as a grayscale image.
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*/
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static void
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ShowShadowMap(void)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, WindowWidth, 0, WindowHeight, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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DisableTexgen();
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/* interpret texture's depth values as luminance values */
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#if defined(GL_ARB_shadow)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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#endif
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex2f(0, 0);
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glTexCoord2f(1, 0); glVertex2f(ShadowTexWidth, 0);
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glTexCoord2f(1, 1); glVertex2f(ShadowTexWidth, ShadowTexHeight);
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glTexCoord2f(0, 1); glVertex2f(0, ShadowTexHeight);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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}
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/**
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* Redraw window image
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*/
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static void
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Display(void)
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{
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GLenum error;
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ComputeLightPos(LightDist, LightLatitude, LightLongitude,
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LightPos, SpotDir);
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if (NeedNewShadowMap) {
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RenderShadowMap();
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NeedNewShadowMap = GL_FALSE;
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}
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glViewport(0, 0, WindowWidth, WindowHeight);
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if (DisplayMode == SHOW_DEPTH_IMAGE) {
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ShowShadowMap();
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}
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else {
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/* prepare to draw scene from camera's view */
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const GLfloat ar = (GLfloat) WindowWidth / (GLfloat) WindowHeight;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -22.0);
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glRotatef(Xrot, 1, 0, 0);
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glRotatef(Yrot, 0, 1, 0);
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glRotatef(Zrot, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
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if (LinearFilter) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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if (DisplayMode == SHOW_DEPTH_MAPPING) {
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#if defined(GL_ARB_shadow)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
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#endif
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glEnable(GL_TEXTURE_2D);
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MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar);
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EnableIdentityTexgen();
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}
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else if (DisplayMode == SHOW_DISTANCE) {
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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EnableDistanceTexgen(LightPos, SpotDir, ShadowNear+Bias, ShadowFar);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glEnable(GL_TEXTURE_1D);
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assert(!glIsEnabled(GL_TEXTURE_2D));
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}
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else {
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assert(DisplayMode == SHOW_SHADOWS);
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#if defined(GL_ARB_shadow)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
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GL_COMPARE_R_TO_TEXTURE_ARB);
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#endif
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_TEXTURE_2D);
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MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar);
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EnableIdentityTexgen();
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}
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DrawScene();
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DisableTexgen();
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glDisable(GL_TEXTURE_1D);
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glDisable(GL_TEXTURE_2D);
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}
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glutSwapBuffers();
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error = glGetError();
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if (error) {
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printf("GL Error: %s\n", (char *) gluErrorString(error));
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|
}
|
|
}
|
|
|
|
|
|
static void
|
|
Reshape(int width, int height)
|
|
{
|
|
WindowWidth = width;
|
|
WindowHeight = height;
|
|
NeedNewShadowMap = GL_TRUE;
|
|
}
|
|
|
|
|
|
static void
|
|
Idle(void)
|
|
{
|
|
static double t0 = -1.;
|
|
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
|
|
if (t0 < 0.0)
|
|
t0 = t;
|
|
dt = t - t0;
|
|
t0 = t;
|
|
Yrot += 75.0 * dt;
|
|
/*LightLongitude -= 5.0;*/
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
|
|
static void
|
|
Key(unsigned char key, int x, int y)
|
|
{
|
|
const GLfloat step = 3.0;
|
|
(void) x;
|
|
(void) y;
|
|
switch (key) {
|
|
case 'a':
|
|
Anim = !Anim;
|
|
if (Anim)
|
|
glutIdleFunc(Idle);
|
|
else
|
|
glutIdleFunc(NULL);
|
|
break;
|
|
case 'b':
|
|
Bias -= 0.01;
|
|
printf("Bias %g\n", Bias);
|
|
break;
|
|
case 'B':
|
|
Bias += 0.01;
|
|
printf("Bias %g\n", Bias);
|
|
break;
|
|
case 'd':
|
|
DisplayMode = SHOW_DISTANCE;
|
|
break;
|
|
case 'f':
|
|
LinearFilter = !LinearFilter;
|
|
printf("%s filtering\n", LinearFilter ? "Bilinear" : "Nearest");
|
|
break;
|
|
case 'i':
|
|
DisplayMode = SHOW_DEPTH_IMAGE;
|
|
break;
|
|
case 'm':
|
|
DisplayMode = SHOW_DEPTH_MAPPING;
|
|
break;
|
|
case 'n':
|
|
case 's':
|
|
case ' ':
|
|
DisplayMode = SHOW_SHADOWS;
|
|
break;
|
|
case 'o':
|
|
if (HaveEXTshadowFuncs) {
|
|
Operator++;
|
|
if (Operator >= 8)
|
|
Operator = 0;
|
|
printf("Operator: %s\n", OperatorName[Operator]);
|
|
#if defined(GL_ARB_shadow)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB,
|
|
OperatorFunc[Operator]);
|
|
#endif
|
|
}
|
|
break;
|
|
case 'p':
|
|
UsePackedDepthStencil = !UsePackedDepthStencil;
|
|
if (UsePackedDepthStencil && !HavePackedDepthStencil) {
|
|
printf("Sorry, GL_EXT_packed_depth_stencil not supported\n");
|
|
UsePackedDepthStencil = GL_FALSE;
|
|
}
|
|
else {
|
|
printf("Use GL_DEPTH_STENCIL_EXT: %d\n", UsePackedDepthStencil);
|
|
/* Don't really need to regenerate shadow map texture, but do so
|
|
* to exercise more code more often.
|
|
*/
|
|
NeedNewShadowMap = GL_TRUE;
|
|
}
|
|
break;
|
|
case 'z':
|
|
Zrot -= step;
|
|
break;
|
|
case 'Z':
|
|
Zrot += step;
|
|
break;
|
|
case 27:
|
|
exit(0);
|
|
break;
|
|
}
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
|
|
static void
|
|
SpecialKey(int key, int x, int y)
|
|
{
|
|
const GLfloat step = 3.0;
|
|
const int mod = glutGetModifiers();
|
|
(void) x;
|
|
(void) y;
|
|
switch (key) {
|
|
case GLUT_KEY_UP:
|
|
if (mod)
|
|
LightLatitude += step;
|
|
else
|
|
Xrot += step;
|
|
break;
|
|
case GLUT_KEY_DOWN:
|
|
if (mod)
|
|
LightLatitude -= step;
|
|
else
|
|
Xrot -= step;
|
|
break;
|
|
case GLUT_KEY_LEFT:
|
|
if (mod)
|
|
LightLongitude += step;
|
|
else
|
|
Yrot += step;
|
|
break;
|
|
case GLUT_KEY_RIGHT:
|
|
if (mod)
|
|
LightLongitude -= step;
|
|
else
|
|
Yrot -= step;
|
|
break;
|
|
}
|
|
if (mod)
|
|
NeedNewShadowMap = GL_TRUE;
|
|
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
|
|
static void
|
|
Init(void)
|
|
{
|
|
static const GLfloat borderColor[4] = {1.0, 0.0, 0.0, 0.0};
|
|
|
|
#if defined(GL_ARB_depth_texture) && defined(GL_ARB_shadow)
|
|
if (!glutExtensionSupported("GL_ARB_depth_texture") ||
|
|
!glutExtensionSupported("GL_ARB_shadow")) {
|
|
#else
|
|
if (1) {
|
|
#endif
|
|
printf("Sorry, this demo requires the GL_ARB_depth_texture and GL_ARB_shadow extensions\n");
|
|
exit(1);
|
|
}
|
|
printf("Using GL_ARB_depth_texture and GL_ARB_shadow\n");
|
|
|
|
#if defined(GL_ARB_shadow_ambient)
|
|
HaveShadowAmbient = glutExtensionSupported("GL_ARB_shadow_ambient");
|
|
if (HaveShadowAmbient) {
|
|
printf("and GL_ARB_shadow_ambient\n");
|
|
}
|
|
#endif
|
|
|
|
HaveEXTshadowFuncs = glutExtensionSupported("GL_EXT_shadow_funcs");
|
|
|
|
HavePackedDepthStencil = glutExtensionSupported("GL_EXT_packed_depth_stencil");
|
|
UsePackedDepthStencil = HavePackedDepthStencil;
|
|
|
|
#if defined(GL_EXT_framebuffer_object)
|
|
HaveFBO = glutExtensionSupported("GL_EXT_framebuffer_object");
|
|
UseFBO = HaveFBO;
|
|
if (UseFBO) {
|
|
printf("Using GL_EXT_framebuffer_object\n");
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* Set up the 2D shadow map texture
|
|
*/
|
|
glGenTextures(1, &ShadowTexture);
|
|
glBindTexture(GL_TEXTURE_2D, ShadowTexture);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
#if defined(GL_ARB_shadow)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
|
|
GL_COMPARE_R_TO_TEXTURE_ARB);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
|
|
#endif
|
|
if (HaveShadowAmbient) {
|
|
#if defined(GL_ARB_shadow_ambient)
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 0.3);
|
|
#endif
|
|
}
|
|
|
|
#if defined(GL_EXT_framebuffer_object)
|
|
if (UseFBO) {
|
|
glGenFramebuffersEXT(1, &ShadowFBO);
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
|
|
GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_RENDERBUFFER_EXT, 0);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
GL_TEXTURE_2D, ShadowTexture, 0);
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* Setup 1-D grayscale texture image for SHOW_DISTANCE mode
|
|
*/
|
|
glGenTextures(1, &GrayTexture);
|
|
glBindTexture(GL_TEXTURE_1D, GrayTexture);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
{
|
|
GLuint i;
|
|
GLubyte image[256];
|
|
for (i = 0; i < 256; i++)
|
|
image[i] = i;
|
|
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE,
|
|
256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, image);
|
|
}
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_LIGHT0);
|
|
}
|
|
|
|
|
|
static void
|
|
PrintHelp(void)
|
|
{
|
|
printf("Keys:\n");
|
|
printf(" a = toggle animation\n");
|
|
printf(" i = show depth texture image\n");
|
|
printf(" m = show depth texture mapping\n");
|
|
printf(" d = show fragment distance from light source\n");
|
|
printf(" n = show normal, shadowed image\n");
|
|
printf(" f = toggle nearest/bilinear texture filtering\n");
|
|
printf(" b/B = decrease/increase shadow map Z bias\n");
|
|
printf(" p = toggle use of packed depth/stencil\n");
|
|
printf(" cursor keys = rotate scene\n");
|
|
printf(" <shift> + cursor keys = rotate light source\n");
|
|
if (HaveEXTshadowFuncs)
|
|
printf(" o = cycle through comparison modes\n");
|
|
}
|
|
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
glutInit(&argc, argv);
|
|
glutInitWindowPosition(0, 0);
|
|
glutInitWindowSize(WindowWidth, WindowHeight);
|
|
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
|
|
glutCreateWindow(argv[0]);
|
|
glutReshapeFunc(Reshape);
|
|
glutKeyboardFunc(Key);
|
|
glutSpecialFunc(SpecialKey);
|
|
glutDisplayFunc(Display);
|
|
if (Anim)
|
|
glutIdleFunc(Idle);
|
|
Init();
|
|
PrintHelp();
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|