reflectdino.c
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上传日期:2007-05-28
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文件大小:13k
- /* Copyright (c) Mark J. Kilgard, 1994, 1997. */
- /* This program is freely distributable without licensing fees
- and is provided without guarantee or warrantee expressed or
- implied. This program is -not- in the public domain. */
- /* Very simple example of how to achieve reflections on a flat
- surface using OpenGL blending. The example has a mode using
- OpenGL stenciling to avoid drawing the reflection not on the top of the
- floor. Initially, stenciling is not used so if you look (by holding
- down the left mouse button and moving) at the dinosaur from "below"
- the floor, you'll see a bogus dinosaur and appreciate how the basic
- technique works. Enable stenciling with the popup menu and the
- bogus dinosaur goes away! Also, notice that OpenGL lighting works
- correctly with reflections. */
- /* Check out the comments in the "redraw" routine to see how the
- reflection blending and surface stenciling is done. */
- /* This program is derived from glutdino.c */
- /* Compile: cc -o reflectdino reflectdino.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <math.h> /* for cos(), sin(), and sqrt() */
- #include <GL/glut.h>
- typedef enum {
- RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,
- LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE
- } displayLists;
- GLfloat angle = 20; /* in degrees */
- GLfloat angle2 = 30; /* in degrees */
- int moving, startx, starty;
- int W = 300, H = 300;
- int useStencil = 0; /* Initially, allow the artifacts. */
- GLdouble bodyWidth = 3.0;
- float jump = 0.0;
- /* *INDENT-OFF* */
- GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},
- {11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},
- {8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},
- {1, 2} };
- GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},
- {15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},
- {13, 9}, {11, 11}, {9, 11} };
- GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},
- {12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };
- GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},
- {9.6, 15.25}, {9, 15.25} };
- GLfloat lightZeroPosition[] = {10.0, 14.0, 10.0, 1.0};
- GLfloat lightZeroColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */
- GLfloat lightOnePosition[] = {-1.0, 1.0, 1.0, 0.0};
- GLfloat lightOneColor[] = {0.6, 0.3, 0.2, 1.0}; /* red-tinted */
- GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0};
- /* *INDENT-ON* */
- void
- extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
- GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
- {
- static GLUtriangulatorObj *tobj = NULL;
- GLdouble vertex[3], dx, dy, len;
- int i;
- int count = dataSize / (int) (2 * sizeof(GLfloat));
- if (tobj == NULL) {
- tobj = gluNewTess(); /* create and initialize a GLU
- polygon tesselation object */
- gluTessCallback(tobj, GLU_BEGIN, glBegin);
- gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */
- gluTessCallback(tobj, GLU_END, glEnd);
- }
- glNewList(side, GL_COMPILE);
- glShadeModel(GL_SMOOTH); /* smooth minimizes seeing
- tessellation */
- gluBeginPolygon(tobj);
- for (i = 0; i < count; i++) {
- vertex[0] = data[i][0];
- vertex[1] = data[i][1];
- vertex[2] = 0;
- gluTessVertex(tobj, vertex, data[i]);
- }
- gluEndPolygon(tobj);
- glEndList();
- glNewList(edge, GL_COMPILE);
- glShadeModel(GL_FLAT); /* flat shade keeps angular hands
- from being "smoothed" */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= count; i++) {
- /* mod function handles closing the edge */
- glVertex3f(data[i % count][0], data[i % count][1], 0.0);
- glVertex3f(data[i % count][0], data[i % count][1], thickness);
- /* Calculate a unit normal by dividing by Euclidean
- distance. We * could be lazy and use
- glEnable(GL_NORMALIZE) so we could pass in * arbitrary
- normals for a very slight performance hit. */
- dx = data[(i + 1) % count][1] - data[i % count][1];
- dy = data[i % count][0] - data[(i + 1) % count][0];
- len = sqrt(dx * dx + dy * dy);
- glNormal3f(dx / len, dy / len, 0.0);
- }
- glEnd();
- glEndList();
- glNewList(whole, GL_COMPILE);
- glFrontFace(GL_CW);
- glCallList(edge);
- glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */
- glCallList(side);
- glPushMatrix();
- glTranslatef(0.0, 0.0, thickness);
- glFrontFace(GL_CCW);
- glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */
- glCallList(side);
- glPopMatrix();
- glEndList();
- }
- void
- makeDinosaur(void)
- {
- extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,
- BODY_SIDE, BODY_EDGE, BODY_WHOLE);
- extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,
- ARM_SIDE, ARM_EDGE, ARM_WHOLE);
- extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,
- LEG_SIDE, LEG_EDGE, LEG_WHOLE);
- extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,
- EYE_SIDE, EYE_EDGE, EYE_WHOLE);
- }
- void
- drawDinosaur(void)
- {
- glPushMatrix();
- glTranslatef(0.0, jump, 0.0);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);
- glCallList(BODY_WHOLE);
- glPushMatrix();
- glTranslatef(0.0, 0.0, bodyWidth);
- glCallList(ARM_WHOLE);
- glCallList(LEG_WHOLE);
- glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);
- glCallList(ARM_WHOLE);
- glTranslatef(0.0, 0.0, -bodyWidth / 4);
- glCallList(LEG_WHOLE);
- glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);
- glCallList(EYE_WHOLE);
- glPopMatrix();
- glPopMatrix();
- }
- void
- drawFloor(void)
- {
- glDisable(GL_LIGHTING);
- glBegin(GL_QUADS);
- glVertex3f(-18.0, 0.0, 27.0);
- glVertex3f(27.0, 0.0, 27.0);
- glVertex3f(27.0, 0.0, -18.0);
- glVertex3f(-18.0, 0.0, -18.0);
- glEnd();
- glEnable(GL_LIGHTING);
- }
- void
- redraw(void)
- {
- if (useStencil) {
- /* Clear; default stencil clears to zero. */
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- } else {
- /* Not using stencil; just clear color and depth. */
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- glPushMatrix();
- /* Perform scene rotations based on user mouse input. */
- glRotatef(angle2, 1.0, 0.0, 0.0);
- glRotatef(angle, 0.0, 1.0, 0.0);
- /* Translate the dinosaur to be at (0,0,0). */
- glTranslatef(-8, -8, -bodyWidth / 2);
- glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
- glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
- if (useStencil) {
-
- /* We can eliminate the visual "artifact" of seeing the "flipped"
- dinosaur underneath the floor by using stencil. The idea is
- draw the floor without color or depth update but so that
- a stencil value of one is where the floor will be. Later when
- rendering the dinosaur reflection, we will only update pixels
- with a stencil value of 1 to make sure the reflection only
- lives on the floor, not below the floor. */
- /* Don't update color or depth. */
- glDisable(GL_DEPTH_TEST);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- /* Draw 1 into the stencil buffer. */
- glEnable(GL_STENCIL_TEST);
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
- glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
- /* Now render floor; floor pixels just get their stencil set to 1. */
- drawFloor();
- /* Re-enable update of color and depth. */
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- /* Now, only render where stencil is set to 1. */
- glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if ==1 */
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- }
- glPushMatrix();
- /* The critical reflection step: Reflect dinosaur through the floor
- (the Y=0 plane) to make a relection. */
- glScalef(1.0, -1.0, 1.0);
- /* Position lights now in reflected space. */
- glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
- glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
- /* XXX Ugh, unfortunately the back face culling reverses when we reflect
- the dinosaur. Easy solution is just disable back face culling for
- rendering the reflection. Also, the normals for lighting get screwed
- up by the scale; enabled normalize to ensure normals are still
- properly normalized despite the scaling. We could have fixed the
- dinosaur rendering code, but this is more expedient. */
- 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();
- /* Restore light positions on returned from reflected space. */
- glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
- glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
- if (useStencil) {
- /* Don't want to be using stenciling for drawing the actual dinosaur
- (not its reflection) and the floor. */
- 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 "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);
- drawFloor();
- glDisable(GL_BLEND);
- /* 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);
- /* Draw "actual" dinosaur, not its reflection. */
- drawDinosaur();
- glPopMatrix();
- glutSwapBuffers();
- }
- /* ARGSUSED2 */
- void
- mouse(int button, int state, int x, int y)
- {
- if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
- moving = 1;
- startx = x;
- starty = y;
- }
- if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
- moving = 0;
- }
- }
- /* ARGSUSED1 */
- void
- motion(int x, int y)
- {
- if (moving) {
- angle = angle + (x - startx);
- angle2 = angle2 + (y - starty);
- startx = x;
- starty = y;
- glutPostRedisplay();
- }
- }
- GLboolean lightZeroSwitch = GL_TRUE, lightOneSwitch = GL_TRUE;
- void
- controlLights(int value)
- {
- switch (value) {
- case 1:
- lightZeroSwitch = !lightZeroSwitch;
- if (lightZeroSwitch) {
- glEnable(GL_LIGHT0);
- } else {
- glDisable(GL_LIGHT0);
- }
- break;
- case 2:
- lightOneSwitch = !lightOneSwitch;
- if (lightOneSwitch) {
- glEnable(GL_LIGHT1);
- } else {
- glDisable(GL_LIGHT1);
- }
- break;
- case 3:
- useStencil = 1 - useStencil;
- break;
- }
- glutPostRedisplay();
- }
- void
- idle(void)
- {
- static float time;
- time = glutGet(GLUT_ELAPSED_TIME) / 500.0;
- jump = 3.0 * fabs(sin(time));
- glutPostRedisplay();
- }
- void
- visible(int vis)
- {
- if (vis == GLUT_VISIBLE)
- glutIdleFunc(idle);
- else
- glutIdleFunc(NULL);
- }
- int
- main(int argc, char **argv)
- {
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
- glutCreateWindow("Leapin' Lizards");
- glutDisplayFunc(redraw);
- glutMouseFunc(mouse);
- glutMotionFunc(motion);
- glutVisibilityFunc(visible);
- glutCreateMenu(controlLights);
- glutAddMenuEntry("Toggle right light", 1);
- glutAddMenuEntry("Toggle left light", 2);
- glutAddMenuEntry("Toggle stenciling out reflection artifacts", 3);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
- makeDinosaur();
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glMatrixMode(GL_PROJECTION);
- gluPerspective( /* field of view in degree */ 40.0,
- /* aspect ratio */ 1.0,
- /* Z near */ 1.0, /* Z far */ 80.0);
- glMatrixMode(GL_MODELVIEW);
- gluLookAt(0.0, 0.0, 40.0, /* eye is at (0,0,30) */
- 0.0, 0.0, 0.0, /* center is at (0,0,0) */
- 0.0, 1.0, 0.); /* up is in postivie Y direction */
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor);
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, lightOneColor);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
- glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
- }