softshadow.c
上传用户:xk288cn
上传日期:2007-05-28
资源大小:4876k
文件大小:10k
- /* softshadow.c - by Tom McReynolds, SGI */
- /* Using the accumulation buffer for soft shadows. */
- #include <GL/glut.h>
- #include <stdlib.h>
- /* Demonstrate the use of accumulation buffer to create soft shadows */
- /* 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, LEFTWALL, FLOOR
- };
- /* create a matrix that will project the desired shadow */
- void
- shadowmatrix(GLfloat shadowMat[4][4],
- GLfloat groundplane[4],
- GLfloat lightpos[4])
- {
- GLfloat dot;
- /* find dot product between light position vector and ground plane normal */
- dot = groundplane[0] * lightpos[0] +
- groundplane[1] * lightpos[1] +
- groundplane[2] * lightpos[2] +
- groundplane[3] * lightpos[3];
- shadowMat[0][0] = dot - lightpos[0] * groundplane[0];
- shadowMat[1][0] = 0.f - lightpos[0] * groundplane[1];
- shadowMat[2][0] = 0.f - lightpos[0] * groundplane[2];
- shadowMat[3][0] = 0.f - lightpos[0] * groundplane[3];
- shadowMat[0][1] = 0.f - lightpos[1] * groundplane[0];
- shadowMat[1][1] = dot - lightpos[1] * groundplane[1];
- shadowMat[2][1] = 0.f - lightpos[1] * groundplane[2];
- shadowMat[3][1] = 0.f - lightpos[1] * groundplane[3];
- shadowMat[0][2] = 0.f - lightpos[2] * groundplane[0];
- shadowMat[1][2] = 0.f - lightpos[2] * groundplane[1];
- shadowMat[2][2] = dot - lightpos[2] * groundplane[2];
- shadowMat[3][2] = 0.f - lightpos[2] * groundplane[3];
- shadowMat[0][3] = 0.f - lightpos[3] * groundplane[0];
- shadowMat[1][3] = 0.f - lightpos[3] * groundplane[1];
- shadowMat[2][3] = 0.f - lightpos[3] * groundplane[2];
- shadowMat[3][3] = dot - lightpos[3] * groundplane[3];
- }
- enum {
- X, Y, Z
- };
- enum {
- A, B, C, D
- };
- /* find the plane equation given 3 points */
- void
- findplane(GLfloat plane[4],
- GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
- {
- GLfloat vec0[3], vec1[3];
- /* need 2 vectors to find cross product */
- vec0[X] = v1[X] - v0[X];
- vec0[Y] = v1[Y] - v0[Y];
- vec0[Z] = v1[Z] - v0[Z];
- vec1[X] = v2[X] - v0[X];
- vec1[Y] = v2[Y] - v0[Y];
- vec1[Z] = v2[Z] - v0[Z];
- /* find cross product to get A, B, and C of plane equation */
- plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
- plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
- plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
- plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
- }
- 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, 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, -320.f, 1.f};
- /* render while jittering the shadows */
- void
- render(GLfloat dx, GLfloat dy, GLfloat dz)
- {
- /* material properties for objects in scene */
- static GLfloat wall_mat[] =
- {1.f, 1.f, 1.f, 1.f};
- static GLfloat sphere_mat[] =
- {1.f, .5f, 0.f, 1.f};
- static GLfloat cone_mat[] =
- {0.f, .5f, 1.f, 1.f};
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- /* 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);
- if (rendermode == SHADOW) {
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glColor3f(0.f, 0.f, 0.f); /* shadow color */
- glPushMatrix();
- glMultMatrixf((GLfloat *) floorshadow);
- glTranslatef(dx, dy, dz);
- cone();
- glPopMatrix();
- glPushMatrix();
- glMultMatrixf((GLfloat *) floorshadow);
- glTranslatef(dx, dy, dz);
- sphere();
- glPopMatrix();
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- }
- /* walls */
- if (rendermode == SHADOW) {
- glEnable(GL_STENCIL_TEST);
- glStencilFunc(GL_ALWAYS, 1, 0);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- }
- 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);
- glEnd();
- if (rendermode == SHADOW) {
- glStencilFunc(GL_EQUAL, 1, 1);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glColor3f(0.f, 0.f, 0.f); /* shadow color */
- glDisable(GL_DEPTH_TEST);
- glPushMatrix();
- glMultMatrixf((GLfloat *) leftwallshadow);
- glTranslatef(dx, dy, dz);
- cone();
- glPopMatrix();
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- }
- glBegin(GL_QUADS);
- /* 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();
- glPushMatrix();
- glTranslatef(lightpos[X], lightpos[Y], lightpos[Z]);
- glDisable(GL_LIGHTING);
- glColor3f(1.f, 1.f, .7f);
- glCallList(LIGHT);
- glEnable(GL_LIGHTING);
- glPopMatrix();
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat);
- cone();
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
- sphere();
- }
- void
- redraw(void)
- {
- int dx, dy, dz;
- dy = 0;
- /* jitter the light around */
- if (rendermode == SHADOW) {
- glClear(GL_ACCUM_BUFFER_BIT);
- for (dz = -4; dz < 5; dz += 2) {
- for (dx = -4; dx < 5; dx += 2) {
- render((GLfloat) dx, (GLfloat) dy, (GLfloat) dz);
- glAccum(GL_ACCUM, 1.f / 25);
- }
- }
- glAccum(GL_RETURN, 1.f);
- } else
- render(0.f, 0.f, 0.f);
- glutSwapBuffers();
- }
- /* 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;
- GLfloat plane[4];
- GLfloat v0[3], v1[3], v2[3];
- glutInit(&argc, argv);
- glutInitWindowSize(512, 512);
- glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL | GLUT_DOUBLE | GLUT_ACCUM);
- (void) glutCreateWindow("soft shadows");
- glutDisplayFunc(redraw);
- glutKeyboardFunc(key);
- glutCreateMenu(menu);
- glutAddMenuEntry("No Shadows", NONE);
- 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);
- /* make shadow matricies */
- /* 3 points on floor */
- v0[X] = -100.f;
- v0[Y] = -100.f;
- v0[Z] = -320.f;
- v1[X] = 100.f;
- v1[Y] = -100.f;
- v1[Z] = -320.f;
- v2[X] = 100.f;
- v2[Y] = -100.f;
- v2[Z] = -520.f;
- findplane(plane, v0, v1, v2);
- shadowmatrix(floorshadow, plane, lightpos);
- /* 3 points on left wall */
- v0[X] = -100.f;
- v0[Y] = -100.f;
- v0[Z] = -320.f;
- v1[X] = -100.f;
- v1[Y] = -100.f;
- v1[Z] = -520.f;
- v2[X] = -100.f;
- v2[Y] = 100.f;
- v2[Z] = -520.f;
- findplane(plane, v0, v1, v2);
- shadowmatrix(leftwallshadow, plane, lightpos);
- /* 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();
- gluSphere(sphere, 20.f, 20, 20);
- gluDeleteQuadric(sphere);
- glEndList();
- glNewList(LIGHT, GL_COMPILE);
- sphere = gluNewQuadric();
- gluSphere(sphere, 5.f, 20, 20);
- gluDeleteQuadric(sphere);
- glEndList();
- glNewList(CONE, GL_COMPILE);
- cone = gluNewQuadric();
- base = gluNewQuadric();
- 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(FLOOR, GL_COMPILE);
- glEndList();
- glNewList(LEFTWALL, GL_COMPILE);
- 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);
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
- }