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/* 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 == '\033')
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. */
}
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