xenocara/dist/Mesa/progs/redbook/shadowmap.c

353 lines
9.7 KiB
C

/*
* Copyright (c) 1993-2003, Silicon Graphics, Inc.
* All Rights Reserved
*
* Permission to use, copy, modify, and distribute this software for any
* purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright
* notice and this permission notice appear in supporting documentation,
* and that the name of Silicon Graphics, Inc. not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" AND
* WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
* OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, LOSS OF
* PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD
* PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF
* THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE
* OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor clauses
* in the FAR or the DOD or NASA FAR Supplement. Unpublished - rights
* reserved under the copyright laws of the United States.
*
* Contractor/manufacturer is:
* Silicon Graphics, Inc.
* 1500 Crittenden Lane
* Mountain View, CA 94043
* United State of America
*
* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/glut.h>
/*#include "helpers.h"*/
#define SHADOW_MAP_WIDTH 256
#define SHADOW_MAP_HEIGHT 256
#define PI 3.14159265359
GLdouble fovy = 60.0;
GLdouble nearPlane = 10.0;
GLdouble farPlane = 100.0;
GLfloat angle = 0.0;
GLfloat torusAngle = 0.0;
GLfloat lightPos[] = { 25.0, 25.0, 25.0, 1.0 };
GLfloat lookat[] = { 0.0, 0.0, 0.0 };
GLfloat up[] = { 0.0, 0.0, 1.0 };
GLboolean showShadow = GL_FALSE;
static void
init( void )
{
GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
glLightfv( GL_LIGHT0, GL_POSITION, lightPos );
glLightfv( GL_LIGHT0, GL_SPECULAR, white );
glLightfv( GL_LIGHT0, GL_DIFFUSE, white );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
GL_COMPARE_R_TO_TEXTURE );
glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
glCullFace( GL_BACK );
glEnable( GL_DEPTH_TEST );
glEnable( GL_LIGHT0 );
glEnable( GL_LIGHTING );
glEnable( GL_TEXTURE_2D );
glEnable( GL_TEXTURE_GEN_S );
glEnable( GL_TEXTURE_GEN_T );
glEnable( GL_TEXTURE_GEN_R );
glEnable( GL_TEXTURE_GEN_Q );
glEnable( GL_COLOR_MATERIAL );
glEnable( GL_CULL_FACE );
}
static void
reshape( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( fovy, (GLdouble) width/height, nearPlane, farPlane );
glMatrixMode( GL_MODELVIEW );
}
static void
idle( void )
{
angle += PI / 10000;
torusAngle += .1;
glutPostRedisplay();
}
static void
keyboard( unsigned char key, int x, int y )
{
switch( key ) {
case 27: /* Escape */
exit( 0 );
break;
case 't': {
static GLboolean textureOn = GL_TRUE;
textureOn = !textureOn;
if ( textureOn )
glEnable( GL_TEXTURE_2D );
else
glDisable( GL_TEXTURE_2D );
}
break;
case 'm': {
static GLboolean compareMode = GL_TRUE;
compareMode = !compareMode;
printf( "Compare mode %s\n", compareMode ? "On" : "Off" );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
compareMode ? GL_COMPARE_R_TO_TEXTURE : GL_NONE );
}
break;
case 'f': {
static GLboolean funcMode = GL_TRUE;
funcMode = !funcMode;
printf( "Operator %s\n", funcMode ? "GL_LEQUAL" : "GL_GEQUAL" );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC,
funcMode ? GL_LEQUAL : GL_GEQUAL );
}
break;
case 's':
showShadow = !showShadow;
break;
case 'p': {
static GLboolean animate = GL_TRUE;
animate = !animate;
glutIdleFunc( animate ? idle : NULL );
}
break;
}
glutPostRedisplay();
}
static void
transposeMatrix( GLfloat m[16] )
{
GLfloat tmp;
#define Swap( a, b ) tmp = a; a = b; b = tmp
Swap( m[1], m[4] );
Swap( m[2], m[8] );
Swap( m[3], m[12] );
Swap( m[6], m[9] );
Swap( m[7], m[13] );
Swap( m[11], m[14] );
#undef Swap
}
static void
drawObjects( GLboolean shadowRender )
{
GLboolean textureOn = glIsEnabled( GL_TEXTURE_2D );
if ( shadowRender )
glDisable( GL_TEXTURE_2D );
if ( !shadowRender ) {
glNormal3f( 0, 0, 1 );
glColor3f( 1, 1, 1 );
glRectf( -20.0, -20.0, 20.0, 20.0 );
}
glPushMatrix();
glTranslatef( 11, 11, 11 );
glRotatef( 54.73, -5, 5, 0 );
glRotatef( torusAngle, 1, 0, 0 );
glColor3f( 1, 0, 0 );
glutSolidTorus( 1, 4, 8, 36 );
glPopMatrix();
glPushMatrix();
glTranslatef( 2, 2, 2 );
glColor3f( 0, 0, 1 );
glutSolidCube( 4 );
glPopMatrix();
glPushMatrix();
glTranslatef( lightPos[0], lightPos[1], lightPos[2] );
glColor3f( 1, 1, 1 );
glutWireSphere( 0.5, 6, 6 );
glPopMatrix();
if ( shadowRender && textureOn )
glEnable( GL_TEXTURE_2D );
}
static void
generateShadowMap( void )
{
GLint viewport[4];
GLfloat lightPos[4];
glGetLightfv( GL_LIGHT0, GL_POSITION, lightPos );
glGetIntegerv( GL_VIEWPORT, viewport );
glViewport( 0, 0, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
gluPerspective( 80.0, 1.0, 10.0, 1000.0 );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
gluLookAt( lightPos[0], lightPos[1], lightPos[2],
lookat[0], lookat[1], lookat[2],
up[0], up[1], up[2] );
drawObjects( GL_TRUE );
glPopMatrix();
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0,
SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, 0 );
glViewport( viewport[0], viewport[1], viewport[2], viewport[3] );
if ( showShadow ) {
GLfloat depthImage[SHADOW_MAP_WIDTH][SHADOW_MAP_HEIGHT];
glReadPixels( 0, 0, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT,
GL_DEPTH_COMPONENT, GL_FLOAT, depthImage );
glWindowPos2f( viewport[2]/2, 0 );
glDrawPixels( SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_LUMINANCE,
GL_FLOAT, depthImage );
glutSwapBuffers();
}
}
static void
generateTextureMatrix( void )
{
GLfloat tmpMatrix[16];
/*
* Set up projective texture matrix. We use the GL_MODELVIEW matrix
* stack and OpenGL matrix commands to make the matrix.
*/
glPushMatrix();
glLoadIdentity();
glTranslatef( 0.5, 0.5, 0.0 );
glScalef( 0.5, 0.5, 1.0 );
gluPerspective( 60.0, 1.0, 1.0, 1000.0 );
gluLookAt( lightPos[0], lightPos[1], lightPos[2],
lookat[0], lookat[1], lookat[2],
up[0], up[1], up[2] );
glGetFloatv( GL_MODELVIEW_MATRIX, tmpMatrix );
glPopMatrix();
transposeMatrix( tmpMatrix );
glTexGenfv( GL_S, GL_OBJECT_PLANE, &tmpMatrix[0] );
glTexGenfv( GL_T, GL_OBJECT_PLANE, &tmpMatrix[4] );
glTexGenfv( GL_R, GL_OBJECT_PLANE, &tmpMatrix[8] );
glTexGenfv( GL_Q, GL_OBJECT_PLANE, &tmpMatrix[12] );
}
static void
display( void )
{
GLfloat radius = 30;
generateShadowMap();
generateTextureMatrix();
if ( showShadow )
return;
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
gluLookAt( radius*cos(angle), radius*sin(angle), 30,
lookat[0], lookat[1], lookat[2],
up[0], up[1], up[2] );
drawObjects( GL_FALSE );
glPopMatrix();
glutSwapBuffers();
}
int
main( int argc, char** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 512, 512 );
glutInitWindowPosition( 100, 100 );
glutCreateWindow( argv[0] );
glewInit();
init();
glutDisplayFunc( display );
glutReshapeFunc( reshape );
glutKeyboardFunc( keyboard );
glutIdleFunc( idle );
glutMainLoop();
return 0;
}