File: reflectdino.c

package info (click to toggle)
glut 3.6-7
  • links: PTS
  • area: main
  • in suites: slink
  • size: 9,104 kB
  • ctags: 15,230
  • sloc: ansic: 131,032; makefile: 2,261; ada: 2,012; yacc: 473; fortran: 290; lex: 131; sed: 49; csh: 38; sh: 4
file content (405 lines) | stat: -rw-r--r-- 12,676 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405

/* 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. */
}