Esempio n. 1
0
void DrawGLScene()									// Main Drawing Routine
{
  GLmatrix16f Minv, Inv;
  GLvector4f  lp;

  // Clear Color Buffer, Depth Buffer, Stencil Buffer
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  glColor4f(0.7f, 0.4f, 0.0f, 1.0f);
  glLoadIdentity();

  glPushMatrix(); {
      glTranslatef(0.0f, 0.0f, -20.0f);					// Zoom Into Screen 20 Units
      glLightfv(GL_LIGHT1, GL_POSITION, LightPos);		// Position Light1
      glTranslatef(SpherePos[0], SpherePos[1], SpherePos[2]);	// Position The Sphere
      gluSphere(q, 1.5f, 32, 16);							// Draw A Sphere
  } glPopMatrix();

  glPushMatrix(); {
      glTranslatef(0.0f, 0.0f, -20.0f);					// Zoom Into The Screen 20 Units
      DrawGLRoom();										// Draw The Room
      glTranslatef(ObjPos[0], ObjPos[1], ObjPos[2]);		// Position The Object
      glRotatef(xrot, 1.0f, 0.0f, 0.0f);					// Spin It On The X Axis By xrot
      glRotatef(yrot, 0.0f, 1.0f, 0.0f);					// Spin It On The Y Axis By yrot
      DrawGLObject(obj);									// Procedure For Drawing The Loaded Object

      // 获得光源的位置(返回值是在视觉坐标系下的)
      glGetLightfv(GL_LIGHT1, GL_POSITION, lp);
      glGetFloatv(GL_MODELVIEW_MATRIX, Minv);
      m3dInvertMatrix44(Inv, Minv);
      // 把光源位置从视觉坐标系下变换到当前的场景坐标系(obj)下.
      VMatMult(Inv, lp);
      // 开始渲染阴影
      CastShadow(&obj, lp);

      // 用一个小黄球标记出光源的位置
      glPushMatrix(); {
          glColor4f(0.7f, 0.4f, 0.0f, 1.0f);					// Set Color To Purplish Blue
          glDisable(GL_LIGHTING);								// Disable Lighting
          glDepthMask(GL_FALSE);								// Disable Depth Mask
          glTranslatef(lp[0], lp[1], lp[2]);
          gluSphere(q, 0.2f, 16, 8);
          glEnable(GL_LIGHTING);								// Enable Lighting
          glDepthMask(GL_TRUE);								// Enable Depth Mask
      } glPopMatrix();
  } glPopMatrix();

  xrot += xspeed;	
  yrot += yspeed;	

  glFlush();
  glutSwapBuffers();
}
Esempio n. 2
0
void SceneTutorial27::Draw()
{
    Scene::Draw();
    
    float Minv[16];
    float wlp[4];
    float lp[4];
    
    // Clear Color Buffer, Depth Buffer, Stencil Buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
    glLoadIdentity();									// Reset Modelview Matrix
    glTranslatef(0.0f, 0.0f, -20.0f);					// Zoom Into Screen 20 Units
    glLightfv(GL_LIGHT1, GL_POSITION, LightPos);		// Position Light1
    glTranslatef(SpherePos[0], SpherePos[1], SpherePos[2]);	// Position The Sphere
    gluSphere(q, 1.5f, 32, 16);							// Draw A Sphere
    
    // calculate light's position relative to local coordinate system
    // dunno if this is the best way to do it, but it actually works
    // if u find another aproach, let me know ;)
    
    // we build the inversed matrix by doing all the actions in reverse order
    // and with reverse parameters (notice -xrot, -yrot, -ObjPos[], etc.)
    glLoadIdentity();									// Reset Matrix
    glRotatef(-yrot, 0.0f, 1.0f, 0.0f);					// Rotate By -yrot On Y Axis
    glRotatef(-xrot, 1.0f, 0.0f, 0.0f);					// Rotate By -xrot On X Axis
    glGetFloatv(GL_MODELVIEW_MATRIX,Minv);				// Retrieve ModelView Matrix (Stores In Minv)
    lp[0] = LightPos[0];								// Store Light Position X In lp[0]
    lp[1] = LightPos[1];								// Store Light Position Y In lp[1]
    lp[2] = LightPos[2];								// Store Light Position Z In lp[2]
    lp[3] = LightPos[3];								// Store Light Direction In lp[3]
    VMatMult(Minv, lp);									// We Store Rotated Light Vector In 'lp' Array
    glTranslatef(-ObjPos[0], -ObjPos[1], -ObjPos[2]);	// Move Negative On All Axis Based On ObjPos[] Values (X, Y, Z)
    glGetFloatv(GL_MODELVIEW_MATRIX,Minv);				// Retrieve ModelView Matrix From Minv
    wlp[0] = 0.0f;										// World Local Coord X To 0
    wlp[1] = 0.0f;										// World Local Coord Y To 0
    wlp[2] = 0.0f;										// World Local Coord Z To 0
    wlp[3] = 1.0f;
    VMatMult(Minv, wlp);								// We Store The Position Of The World Origin Relative To The
    // Local Coord. System In 'wlp' Array
    lp[0] += wlp[0];									// Adding These Two Gives Us The
    lp[1] += wlp[1];									// Position Of The Light Relative To
    lp[2] += wlp[2];									// The Local Coordinate System
    
    glColor4f(0.7f, 0.4f, 0.0f, 1.0f);					// Set Color To An Orange
    glLoadIdentity();									// Reset Modelview Matrix
    glTranslatef(0.0f, 0.0f, -20.0f);					// Zoom Into The Screen 20 Units
    DrawGLRoom();										// Draw The Room
    glTranslatef(ObjPos[0], ObjPos[1], ObjPos[2]);		// Position The Object
    glRotatef(xrot, 1.0f, 0.0f, 0.0f);					// Spin It On The X Axis By xrot
    glRotatef(yrot, 0.0f, 1.0f, 0.0f);					// Spin It On The Y Axis By yrot
    DrawShadowedObject(obj);									// Procedure For Drawing The Loaded Object
    castShadow(obj, lp  );								// Procedure For Casting The Shadow Based On The Silhouette
    
    glColor4f(0.7f, 0.4f, 0.0f, 1.0f);					// Set Color To Purplish Blue
    glDisable(GL_LIGHTING);								// Disable Lighting
    glDepthMask(GL_FALSE);								// Disable Depth Mask
    glTranslatef(lp[0], lp[1], lp[2]);					// Translate To Light's Position
    // Notice We're Still In Local Coordinate System
    gluSphere(q, 0.2f, 16, 8);							// Draw A Little Yellow Sphere (Represents Light)
    glEnable(GL_LIGHTING);								// Enable Lighting
    glDepthMask(GL_TRUE);								// Enable Depth Mask
    
    glutSwapBuffers();
}