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/* $Id: shadowtex.c,v 1.1 2001/02/20 16:43:50 brianp Exp $ */
/*
* Shadow demo using the GL_SGIX_depth_texture, GL_SGIX_shadow and
* GL_SGIX_shadow_ambient extensions.
*
* Brian Paul
* 19 Feb 2001
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#include "../util/showbuffer.c"
#define DEG_TO_RAD (3.14159 / 180.0)
static GLint WindowWidth = 450, WindowHeight = 300;
static GLfloat Xrot = 15, Yrot = 0, Zrot = 0;
static GLfloat Red[4] = {1, 0, 0, 1};
static GLfloat Green[4] = {0, 1, 0, 1};
static GLfloat Blue[4] = {0, 0, 1, 1};
static GLfloat Yellow[4] = {1, 1, 0, 1};
static GLfloat LightDist = 10;
static GLfloat LightLatitude = 45.0;
static GLfloat LightLongitude = 45.0;
static GLfloat LightPos[4];
static GLfloat SpotDir[3];
static GLfloat SpotAngle = 40.0 * DEG_TO_RAD;
static GLfloat ShadowNear = 4.0, ShadowFar = 24.0;
static GLint ShadowTexWidth = 256, ShadowTexHeight = 256;
static GLboolean ShowDepth = GL_FALSE;
static GLfloat ShadowImage[256*256];
static GLfloat Bias = -0.06;
static GLboolean Anim = GL_TRUE;
static void
DrawScene(void)
{
GLfloat k = 6;
/* sphere */
glPushMatrix();
glTranslatef(1.6, 2.2, 2.7);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Green);
glColor4fv(Green);
glutSolidSphere(1.5, 15, 15);
glPopMatrix();
/* dodecahedron */
glPushMatrix();
glTranslatef(-2.0, 1.2, 2.1);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Red);
glColor4fv(Red);
glutSolidDodecahedron();
glPopMatrix();
/* icosahedron */
glPushMatrix();
glTranslatef(-0.6, 1.3, -0.5);
glScalef(1.5, 1.5, 1.5);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Yellow);
glColor4fv(Red);
glutSolidIcosahedron();
glPopMatrix();
/* a plane */
glPushMatrix();
glTranslatef(0, -1.1, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Blue);
glColor4fv(Blue);
glNormal3f(0, 1, 0);
glBegin(GL_POLYGON);
glVertex3f(-k, 0, -k);
glVertex3f( k, 0, -k);
glVertex3f( k, 0, k);
glVertex3f(-k, 0, k);
glEnd();
glPopMatrix();
}
/*
* Load the GL_TEXTURE matrix with the projection from the light
* source's point of view.
*/
static void
ShadowMatrix(const GLfloat lightPos[4], const GLfloat spotDir[3],
GLfloat spotAngle, GLfloat shadowNear, GLfloat shadowFar)
{
GLfloat d;
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.5, 0.5, 0.5 + Bias);
glScalef(0.5, 0.5, 0.5);
d = shadowNear * tan(spotAngle);
glFrustum(-d, d, -d, d, shadowNear, shadowFar);
gluLookAt(lightPos[0], lightPos[1], lightPos[2],
lightPos[0] + spotDir[0],
lightPos[1] + spotDir[1],
lightPos[2] + spotDir[2],
0, 1, 0);
glMatrixMode(GL_MODELVIEW);
}
static void
EnableTexgen(void)
{
/* texgen so that texcoord = vertex coord */
static GLfloat sPlane[4] = { 1, 0, 0, 0 };
static GLfloat tPlane[4] = { 0, 1, 0, 0 };
static GLfloat rPlane[4] = { 0, 0, 1, 0 };
static GLfloat qPlane[4] = { 0, 0, 0, 1 };
glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
glTexGenfv(GL_Q, GL_EYE_PLANE, qPlane);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
}
static void
DisableTexgen(void)
{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
}
static void
ComputeLightPos(GLfloat dist, GLfloat latitude, GLfloat longitude,
GLfloat pos[4], GLfloat dir[3])
{
pos[0] = dist * sin(longitude * DEG_TO_RAD);
pos[1] = dist * sin(latitude * DEG_TO_RAD);
pos[2] = dist * cos(latitude * DEG_TO_RAD) * cos(longitude * DEG_TO_RAD);
pos[3] = 1;
dir[0] = -pos[0];
dir[1] = -pos[1];
dir[2] = -pos[2];
}
static void
Display(void)
{
GLfloat ar = (GLfloat) WindowWidth / (GLfloat) WindowHeight;
GLfloat d;
ComputeLightPos(LightDist, LightLatitude, LightLongitude,
LightPos, SpotDir);
/*
* Step 1: render scene from point of view of the light source
*/
/* compute frustum to enclose spot light cone */
d = ShadowNear * tan(SpotAngle);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-d, d, -d, d, ShadowNear, ShadowFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(LightPos[0], LightPos[1], LightPos[2], /* from */
0, 0, 0, /* target */
0, 1, 0); /* up */
glViewport(0, 0, ShadowTexWidth, ShadowTexHeight);
glClear(GL_DEPTH_BUFFER_BIT);
DrawScene();
/*
* Step 2: copy depth buffer into texture map
*/
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
0, 0, ShadowTexWidth, ShadowTexHeight, 0);
/*
* Step 3: render scene from point of view of the camera
*/
glViewport(0, 0, WindowWidth, WindowHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -22.0);
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glRotatef(Zrot, 0, 0, 1);
if (ShowDepth) {
ShowDepthBuffer(WindowWidth, WindowHeight, 1, 0);
}
else {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
glEnable(GL_TEXTURE_2D);
ShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar);
EnableTexgen();
DrawScene();
DisableTexgen();
glDisable(GL_TEXTURE_2D);
}
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
WindowWidth = width;
WindowHeight = height;
}
static void
Idle(void)
{
Yrot += 5.0;
/*LightLongitude -= 5.0;*/
glutPostRedisplay();
}
static void
Key(unsigned char key, int x, int y)
{
const GLfloat step = 3.0;
(void) x;
(void) y;
switch (key) {
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(Idle);
else
glutIdleFunc(NULL);
break;
case 'b':
Bias -= 0.01;
break;
case 'B':
Bias += 0.01;
break;
case 'd':
ShowDepth = !ShowDepth;
break;
case 'z':
Zrot -= step;
break;
case 'Z':
Zrot += step;
break;
case 27:
exit(0);
break;
}
glutPostRedisplay();
printf("Bias %g\n", Bias);
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 3.0;
const int mod = glutGetModifiers();
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
if (mod)
LightLatitude += step;
else
Xrot += step;
break;
case GLUT_KEY_DOWN:
if (mod)
LightLatitude -= step;
else
Xrot -= step;
break;
case GLUT_KEY_LEFT:
if (mod)
LightLongitude += step;
else
Yrot += step;
break;
case GLUT_KEY_RIGHT:
if (mod)
LightLongitude -= step;
else
Yrot -= step;
break;
}
glutPostRedisplay();
}
static void
Init(void)
{
if (!glutExtensionSupported("GL_SGIX_depth_texture") ||
!glutExtensionSupported("GL_SGIX_shadow")) {
printf("Sorry, this demo requires the GL_SGIX_depth_texture and GL_SGIX_shadow extensions\n");
exit(1);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
GL_TEXTURE_LEQUAL_R_SGIX);
if (glutExtensionSupported("GL_SGIX_shadow_ambient"))
glTexParameterf(GL_TEXTURE_2D, GL_SHADOW_AMBIENT_SGIX, 0.3);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
static void
PrintHelp(void)
{
printf("Keys:\n");
printf(" a = toggle animation\n");
printf(" d = toggle display of depth texture\n");
printf(" b/B = decrease/increase shadow map Z bias\n");
printf(" cursor keys = rotate scene\n");
printf(" <shift> + cursor keys = rotate light source\n");
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition(0, 0);
glutInitWindowSize(WindowWidth, WindowHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Display);
if (Anim)
glutIdleFunc(Idle);
Init();
PrintHelp();
glutMainLoop();
return 0;
}
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