shadowvol.c
上传用户:xk288cn
上传日期:2007-05-28
资源大小:4876k
文件大小:9k
- /* shadowvol.c - by Tom McReynolds, SGI */
- /* Shadows: Shadow maps */
- #include <GL/glut.h>
- #include <stdlib.h>
- /* Demonstrate shadow volumes */
- /* Create a single component texture map */
- GLfloat *
- make_texture(int maxs, int maxt)
- {
- int s, t;
- static GLfloat *texture;
- texture = (GLfloat *) malloc(maxs * maxt * sizeof(GLfloat));
- for (t = 0; t < maxt; t++) {
- for (s = 0; s < maxs; s++) {
- texture[s + maxs * t] = ((s >> 4) & 0x1) ^ ((t >> 4) & 0x1);
- }
- }
- return texture;
- }
- enum {
- SPHERE = 1, CONE, LIGHT, SHADOWVOL
- };
- typedef struct {
- GLfloat *verticies;
- GLfloat *normal;
- int n; /* number of verticies */
- } ShadObj;
- GLfloat shadVerts[] =
- {30.f, 30.f, -350.f,
- 60.f, 20.f, -340.f,
- 40.f, 40.f, -400.f};
- GLfloat shadNormal[] =
- {1.f, 1.f, 1.f};
- ShadObj shadower;
- enum {
- X, Y, Z
- };
- /* simple way to extend a point to build shadow volume */
- void
- extend(GLfloat new[3], GLfloat light[3], GLfloat vertex[3], GLfloat t)
- {
- GLfloat delta[3];
- delta[X] = vertex[X] - light[X];
- delta[Y] = vertex[Y] - light[Y];
- delta[Z] = vertex[Z] - light[Z];
- new[X] = light[X] + delta[X] * t;
- new[Y] = light[Y] + delta[Y] * t;
- new[Z] = light[Z] + delta[Z] * t;
- }
- /* Create a shadow volume in a display list */
- /* XXX light should have 4 compoents */
- void
- makeShadowVolume(ShadObj * shadower, GLfloat light[3],
- GLfloat t, GLint dlist)
- {
- int i;
- GLfloat newv[3];
- glNewList(dlist, GL_COMPILE);
- glDisable(GL_LIGHTING);
- glBegin(GL_QUADS);
- /* for debugging */
- glColor3f(.2f, .8f, .4f);
- for (i = 0; i < shadower->n; i++) {
- glVertex3fv(&shadower->verticies[i * 3]);
- extend(newv, light, &shadower->verticies[i * 3], t);
- glVertex3fv(newv);
- extend(newv, light, &shadower->verticies[((i + 1) % shadower->n) * 3],
- t);
- glVertex3fv(newv);
- glVertex3fv(&shadower->verticies[((i + 1) % shadower->n) * 3]);
- }
- glEnd();
- glEnable(GL_LIGHTING);
- glEndList();
- }
- void
- sphere(void)
- {
- glPushMatrix();
- glTranslatef(60.f, -50.f, -360.f);
- glCallList(SPHERE);
- glPopMatrix();
- }
- void
- cone(void)
- {
- glPushMatrix();
- glTranslatef(-40.f, -40.f, -400.f);
- glCallList(CONE);
- glPopMatrix();
- }
- enum {
- NONE, NOLIGHT, VOLUME, SHADOW
- };
- int rendermode = NONE;
- void
- menu(int mode)
- {
- rendermode = mode;
- glutPostRedisplay();
- }
- GLfloat leftwallshadow[4][4];
- GLfloat floorshadow[4][4];
- GLfloat lightpos[] =
- {50.f, 50.f, -340.f, 1.f};
- /* render while jittering the shadows */
- void
- render(ShadObj * obj)
- {
- static GLfloat shad_mat[] =
- {1.f, .1f, .1f, 1.f};
- GLfloat *v; /* vertex pointer */
- int i;
- /* material properties for objects in scene */
- static GLfloat wall_mat[] =
- {1.f, 1.f, 1.f, 1.f};
- /* Note: wall verticies are ordered so they are all front facing this lets
- me do back face culling to speed things up. */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, wall_mat);
- /* floor */
- /* make the floor textured */
- glEnable(GL_TEXTURE_2D);
- /* Since we want to turn texturing on for floor only, we have to make floor
- a separate glBegin()/glEnd() sequence. You can't turn texturing on and
- off between begin and end calls */
- glBegin(GL_QUADS);
- glNormal3f(0.f, 1.f, 0.f);
- glTexCoord2i(0, 0);
- glVertex3f(-100.f, -100.f, -320.f);
- glTexCoord2i(1, 0);
- glVertex3f(100.f, -100.f, -320.f);
- glTexCoord2i(1, 1);
- glVertex3f(100.f, -100.f, -520.f);
- glTexCoord2i(0, 1);
- glVertex3f(-100.f, -100.f, -520.f);
- glEnd();
- glDisable(GL_TEXTURE_2D);
- /* walls */
- glBegin(GL_QUADS);
- /* left wall */
- glNormal3f(1.f, 0.f, 0.f);
- glVertex3f(-100.f, -100.f, -320.f);
- glVertex3f(-100.f, -100.f, -520.f);
- glVertex3f(-100.f, 100.f, -520.f);
- glVertex3f(-100.f, 100.f, -320.f);
- /* right wall */
- glNormal3f(-1.f, 0.f, 0.f);
- glVertex3f(100.f, -100.f, -320.f);
- glVertex3f(100.f, 100.f, -320.f);
- glVertex3f(100.f, 100.f, -520.f);
- glVertex3f(100.f, -100.f, -520.f);
- /* ceiling */
- glNormal3f(0.f, -1.f, 0.f);
- glVertex3f(-100.f, 100.f, -320.f);
- glVertex3f(-100.f, 100.f, -520.f);
- glVertex3f(100.f, 100.f, -520.f);
- glVertex3f(100.f, 100.f, -320.f);
- /* back wall */
- glNormal3f(0.f, 0.f, 1.f);
- glVertex3f(-100.f, -100.f, -520.f);
- glVertex3f(100.f, -100.f, -520.f);
- glVertex3f(100.f, 100.f, -520.f);
- glVertex3f(-100.f, 100.f, -520.f);
- glEnd();
- cone();
- sphere();
- glCallList(LIGHT);
- /* draw shadowing object */
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, shad_mat);
- glBegin(GL_POLYGON);
- glNormal3fv(obj->normal);
- for (v = obj->verticies, i = 0; i < obj->n; i++) {
- glVertex3fv(v);
- v += 3;
- }
- glEnd();
- }
- void
- redraw(void)
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- switch (rendermode) {
- case NONE:
- render(&shadower);
- break;
- case NOLIGHT:
- glDisable(GL_LIGHT0);
- render(&shadower);
- glEnable(GL_LIGHT0);
- break;
- case VOLUME:
- render(&shadower);
- glCallList(SHADOWVOL);
- break;
- case SHADOW:
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- render(&shadower); /* render scene in depth buffer */
- glEnable(GL_STENCIL_TEST);
- glDepthMask(GL_FALSE);
- glStencilFunc(GL_ALWAYS, 0, 0);
- glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
- glCullFace(GL_BACK); /* increment using front face of shadow volume */
- glCallList(SHADOWVOL);
- glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
- glCullFace(GL_FRONT); /* increment using front face of shadow volume */
- glCallList(SHADOWVOL);
- glDepthMask(GL_TRUE);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glCullFace(GL_BACK);
- glDepthFunc(GL_LEQUAL);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glStencilFunc(GL_EQUAL, 1, 1); /* draw shadowed part */
- glDisable(GL_LIGHT0);
- render(&shadower);
- glStencilFunc(GL_EQUAL, 0, 1); /* draw lit part */
- glEnable(GL_LIGHT0);
- render(&shadower);
- glDepthFunc(GL_LESS);
- glDisable(GL_STENCIL_TEST);
- break;
- }
- glutSwapBuffers(); /* high end machines may need this */
- }
- /* ARGSUSED1 */
- void
- key(unsigned char key, int x, int y)
- {
- if (key == ' 33')
- exit(0);
- }
- const int TEXDIM = 256;
- /* Parse arguments, and set up interface between OpenGL and window system */
- int
- main(int argc, char *argv[])
- {
- GLfloat *tex;
- GLUquadricObj *sphere, *cone, *base;
- static GLfloat sphere_mat[] =
- {1.f, .5f, 0.f, 1.f};
- static GLfloat cone_mat[] =
- {0.f, .5f, 1.f, 1.f};
- glutInit(&argc, argv);
- glutInitWindowSize(512, 512);
- glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL | GLUT_DOUBLE);
- (void) glutCreateWindow("shadow volumes");
- glutDisplayFunc(redraw);
- glutKeyboardFunc(key);
- glutCreateMenu(menu);
- glutAddMenuEntry("No Shadows", NONE);
- glutAddMenuEntry("No Light", NOLIGHT);
- glutAddMenuEntry("Show Volume", VOLUME);
- glutAddMenuEntry("Shadows", SHADOW);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
- /* draw a perspective scene */
- glMatrixMode(GL_PROJECTION);
- glFrustum(-100., 100., -100., 100., 320., 640.);
- glMatrixMode(GL_MODELVIEW);
- /* turn on features */
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_CULL_FACE);
- /* place light 0 in the right place */
- glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
- /* remove back faces to speed things up */
- glCullFace(GL_BACK);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- /* make display lists for sphere and cone; for efficiency */
- glNewList(SPHERE, GL_COMPILE);
- sphere = gluNewQuadric();
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
- gluSphere(sphere, 20.f, 20, 20);
- gluDeleteQuadric(sphere);
- glEndList();
- glNewList(CONE, GL_COMPILE);
- cone = gluNewQuadric();
- base = gluNewQuadric();
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat);
- glRotatef(-90.f, 1.f, 0.f, 0.f);
- gluDisk(base, 0., 20., 20, 1);
- gluCylinder(cone, 20., 0., 60., 20, 20);
- gluDeleteQuadric(cone);
- gluDeleteQuadric(base);
- glEndList();
- glNewList(LIGHT, GL_COMPILE);
- sphere = gluNewQuadric();
- glPushMatrix();
- glTranslatef(lightpos[X], lightpos[Y], lightpos[Z]);
- glDisable(GL_LIGHTING);
- glColor3f(.9f, .9f, .6f);
- gluSphere(sphere, 5.f, 20, 20);
- glEnable(GL_LIGHTING);
- glPopMatrix();
- gluDeleteQuadric(sphere);
- glEndList();
- /* load pattern for current 2d texture */
- tex = make_texture(TEXDIM, TEXDIM);
- glTexImage2D(GL_TEXTURE_2D, 0, 1, TEXDIM, TEXDIM, 0, GL_RED, GL_FLOAT, tex);
- free(tex);
- shadower.verticies = shadVerts;
- shadower.normal = shadNormal;
- shadower.n = sizeof(shadVerts) / (3 * sizeof(GLfloat));
- makeShadowVolume(&shadower, lightpos, 10.f, SHADOWVOL);
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
- }