コード例 #1
0
ファイル: projshadow.c プロジェクト: xtmacbook/SGI
void
motion(int x, int y)
{

    switch(active)
    {
    case MOVE_LIGHT_XY:
    {
	lightpos[X]  =  100.f + (x - winwid) * 200.f/winwid;
	lightpos[Y]  = -100.f + (winht - y) * 200.f/winht;
	shadowmatrix(leftwallshadow, lwallplane, lightpos);
	shadowmatrix(floorshadow, floorplane, lightpos);
	/* place light 0 in the right place */
	glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
	glutPostRedisplay();
	break;
    }
    case MOVE_LIGHT_Z:
	lightpos[Z]  = -320.f - (winht - y) * 200.f/winht;
	shadowmatrix(leftwallshadow, lwallplane, lightpos);
	shadowmatrix(floorshadow, floorplane, lightpos);
	/* place light 0 in the right place */
	glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
	glutPostRedisplay();
	break;
    }
}
コード例 #2
0
ファイル: teapot.c プロジェクト: Distrotech/mesa-demos
static void initdlists(void)
{
  GLUquadricObj *lcone,*lbase;
  GLfloat plane[4];
  GLfloat v0[3]={0.0,0.0,0.0};
  GLfloat v1[3]={1.0,0.0,0.0};
  GLfloat v2[3]={0.0,1.0,0.0};

  findplane(plane,v0,v1,v2);
  shadowmatrix(baseshadow,plane,lightpos);

  teapotdlist=glGenLists(1);
  glNewList(teapotdlist,GL_COMPILE);
  glRotatef(90.0,1.0,0.0,0.0);
  glCullFace(GL_FRONT);
  glBindTexture(GL_TEXTURE_2D,t2id);
  glutSolidTeapot(0.75);
  glCullFace(GL_BACK);
  glEndList();

  basedlist=glGenLists(1);
  glNewList(basedlist,GL_COMPILE);
  drawbase();
  glEndList();

  lightdlist=glGenLists(1);
  glNewList(lightdlist,GL_COMPILE);
  glDisable(GL_LIGHTING);
 
  lcone=gluNewQuadric();
  lbase=gluNewQuadric();
  glRotatef(45.0,0.0,1.0,0.0);

  glColor3f(1.0,1.0,1.0);
  glCullFace(GL_FRONT);
  gluDisk(lbase,0.0,0.2,12.0,1.0);
  glCullFace(GL_BACK);

  glColor3f(0.5,0.0,0.0);
  gluCylinder(lcone,0.2,0.0,0.5,12,1);

  gluDeleteQuadric(lcone);
  gluDeleteQuadric(lbase);

  glEnable(GL_LIGHTING);
  glEndList();
}
コード例 #3
0
ファイル: endgame.c プロジェクト: david-sackmary/distro-mods
/** draws the scene */
static void display(ModeInfo *mi, Chesscreen *cs) 
{
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

  mi->polygon_count = 0;

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  /** setup perspectiv */
  glTranslatef(0.0, 0.0, -1.5*BOARDSIZE);
  glRotatef(30.0, 1.0, 0.0, 0.0);
  gltrackball_rotate (cs->trackball);
  glRotatef(cs->theta*100, 0.0, 1.0, 0.0);
  glTranslatef(-0.5*BOARDSIZE, 0.0, -0.5*BOARDSIZE);

/*   cs->position[0] = 4.0 + 1.0*-sin(cs->theta*100*M_PI/180.0); */
/*   cs->position[2] = 4.0 + 1.0* cos(cs->theta*100*M_PI/180.0); */
/*   cs->position[1] = 5.0; */

  /* this is the lone light that the shadow matrix is generated from */
  cs->position[0] = 1.0;
  cs->position[2] = 1.0;
  cs->position[1] = 16.0;

  cs->position2[0] = 4.0 + 8.0*-sin(cs->theta*100*M_PI/180.0);
  cs->position2[2] = 4.0 + 8.0* cos(cs->theta*100*M_PI/180.0);

  if (!cs->wire) {
    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0, GL_POSITION, cs->position);
    glLightfv(GL_LIGHT1, GL_POSITION, cs->position2);
    glEnable(GL_LIGHT0);
  }

  /** draw board, pieces */
  if(!cs->wire) {
    glEnable(GL_LIGHTING);
    glEnable(GL_COLOR_MATERIAL);

    if(reflections && !cs->wire) {
      draw_reflections(mi, cs);
      glEnable(GL_BLEND);
    }

    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, cs->boardtexture);
    drawBoard(mi, cs);
    glDisable(GL_TEXTURE_2D);

    if(shadows) {
      /* render shadows */
      GLfloat m[4][4];
      shadowmatrix(m, cs->ground, cs->position);

      glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow);
      glEnable(GL_BLEND);
      glDisable(GL_LIGHTING);
      glDisable(GL_DEPTH_TEST);
      
      /* display ant shadow */
      glPushMatrix();
      glTranslatef(0.0, 0.001, 0.0);
      glMultMatrixf(m[0]);
      glTranslatef(0.5, 0.01, 0.5);
      draw_shadow_pieces(mi, cs, cs->wire);
      glPopMatrix();      

      glEnable(GL_LIGHTING);
      glDisable(GL_BLEND);
      glEnable(GL_DEPTH_TEST);
    }

    if(reflections)
      glDisable(GL_BLEND);
  }
  else
    drawBoard(mi, cs);
 
  glTranslatef(0.5, 0.0, 0.5);
  draw_pieces(mi, cs, cs->wire);

  if(!cs->wire) {
    glDisable(GL_COLOR_MATERIAL);
    glDisable(GL_LIGHTING);
  }

  if (!cs->button_down_p)
    cs->theta += .002;
}
コード例 #4
0
/* draw the scene */
static Bool draw_antinspect_strip(ModeInfo * mi) 
{
  antinspectstruct *mp = &antinspect[MI_SCREEN(mi)];
  int         i, j;
  int         mono = MI_IS_MONO(mi);

  int ro = (((int)antposition[1])/(360/(2*ANTCOUNT))) % (2*ANTCOUNT);

  glEnable(GL_TEXTURE_2D);
  position0[1] = 9.6;
  glLightfv(GL_LIGHT0, GL_POSITION, position0);

  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5);
  glRotatef(-30.0, 0.0, 1.0, 0.0);

  glDisable(GL_TEXTURE_2D);
  glDisable(GL_BLEND);

  /* render ground plane */
  glBegin(GL_TRIANGLES);
  glColor4fv(MaterialShadow);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlack);
  glNormal3f(0.0, 1.0, 0.0);

  /* middle tri */
  glVertex3f(0.0, 0.0, -1.0);
  glVertex3f(-sqrt(3.0)/2.0, 0.0, 0.5);
  glVertex3f(sqrt(3.0)/2.0, 0.0, 0.5);
  mi->polygon_count++;
  glEnd();

  /* rotate */
  for(i = 0; i < 3; ++i) {
    glRotatef(120.0, 0.0, 1.0, 0.0);
    glBegin(GL_TRIANGLES);
    glVertex3f(0.0, 0.0, 1.0 + 3.0);
    glVertex3f(sqrt(3.0)/2.0, 0.0, -0.5 + 3.0);
    glVertex3f(-sqrt(3.0)/2.0, 0.0, -0.5 + 3.0);
    mi->polygon_count++;
    glEnd();
  }

  /* first render shadows -- no depth required */
  if(shadows) {
    GLfloat m[4][4];
    shadowmatrix(m, ground, position0);
    
    glColor4fv(MaterialShadow);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow);
    
    glDisable(GL_BLEND);
    glDisable(GL_LIGHTING);
    
    /* display ant shadow */
    glPushMatrix();
    glTranslatef(0.0, 0.001, 0.0);
    glMultMatrixf(m[0]);

    for(i = 0; i < ANTCOUNT; ++i) {

      /* draw ant */
      glPushMatrix();

      /* center */
      glRotatef(antposition[i], 0.0, 1.0, 0.0);
      glTranslatef(2.4, 0.0, 0.0);
      glTranslatef(0.0, antsphere[i], 0.0);
      glRotatef(90.0, 0.0, 1.0, 0.0);

      /* orient ant */
      glRotatef(10.0, 0.0, 1.0, 0.0);
      glRotatef(40.0, 0.0, 0.0, 1.0);
      glTranslatef(0.0, -0.8, 0.0);
      glRotatef(180.0, 0.0, 1.0, 0.0);
      glRotatef(90.0, 0.0, 0.0, 1.0);

      /* set colour */
      glColor4fv(MaterialShadow);
      glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow);

      if(antposition[i] > 360.0)
	antposition[i] = 0.0;
      draw_antinspect_ant(mi, mp, MaterialShadow, mono, mySphere2, myCone2);

      glDisable(GL_BLEND);
      glDisable(GL_LIGHTING);

      /* draw sphere */
      glRotatef(-20.0, 1.0, 0.0, 0.0);
      glRotatef(-mp->ant_step*2, 0.0, 0.0, 1.0);
      glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow);
      mySphere2(1.2);

      glPopMatrix();
    }
  
    glPopMatrix();
  }

  glEnable(GL_LIGHTING);

  /* truants */
  for(j = 0; j < ANTCOUNT; ++j) {
    /* determine rendering order */
    i = antorder[ro][j];

    glPushMatrix();
    
    /* center */
    glRotatef(antposition[i], 0.0, 1.0, 0.0);
    glTranslatef(2.4, 0.0, 0.0);
    glTranslatef(0.0, antsphere[i], 0.0);    
    glRotatef(90.0, 0.0, 1.0, 0.0);

    /* draw ant */
    glPushMatrix();
    glRotatef(10.0, 0.0, 1.0, 0.0);
    glRotatef(40.0, 0.0, 0.0, 1.0);
    glTranslatef(0.0, -0.8, 0.0);
    glRotatef(180.0, 0.0, 1.0, 0.0);
    glRotatef(90.0, 0.0, 0.0, 1.0);
    if(antposition[i] > 360.0)
      antposition[i] = 0.0;
    glEnable(GL_BLEND);
    draw_antinspect_ant(mi, mp, antmaterial[i], mono, mySphere2, myCone2);
    glDisable(GL_BLEND);
    glPopMatrix();

    /* draw sphere */
    glRotatef(-20.0, 1.0, 0.0, 0.0);
    glRotatef(-mp->ant_step*2, 0.0, 0.0, 1.0);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mono ? MaterialGray5 : antmaterial[i]);
    mySphere2(1.2);
    glEnable(GL_BLEND);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlack);
    mySphere(1.16);
    glDisable(GL_BLEND);
        
    glPopMatrix();

    /* finally, evolve */
    antposition[i] += antvelocity[i];
  }

  /* but the step size is the same! */
  mp->ant_step += 0.2;
  
  mp->ant_position += 1;
  return True;
}
コード例 #5
0
ファイル: projshadow.c プロジェクト: xtmacbook/SGI
/* Parse arguments, and set up interface between OpenGL and window system */
int
main(int argc, char *argv[])
{
    GLUquadricObj *sphere, *cone, *base;
    GLfloat v0[3], v1[3], v2[3];
    unsigned *floortex;
    int texcomps, texwid, texht;

    glutInit(&argc, argv);
    glutInitWindowSize(512, 512);
    if(argc > 1)
    {
	char *args = argv[1];
	int done = GL_FALSE;
	while(!done)
	{
	    switch(*args)
	    {
	    case 's': /* single buffer */
		printf("Single Buffered\n");
		dblbuf = GL_FALSE;
		break;
	    case '-': /* do nothing */
		break;
	    case 0:
		done = GL_TRUE;
		break;
	    }
	    args++;
	}
    }
    if(dblbuf)
	glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL|GLUT_DOUBLE);
    else
	glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL);

    (void)glutCreateWindow("projection shadows");
    glutDisplayFunc(redraw);
    glutKeyboardFunc(key);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutReshapeFunc(reshape);

    glutCreateMenu(menu);
    glutAddMenuEntry("No Shadows", NONE);
    glutAddMenuEntry("Black Shadows", SHADOW_BLACK);
    glutAddMenuEntry("Shadows on Texture", 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(floorplane, v0, v1, v2);
      shadowmatrix(floorshadow, floorplane, 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(lwallplane, v0, v1, v2);
      shadowmatrix(leftwallshadow, lwallplane, 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(WALLS, GL_COMPILE);
    glColor3f(1.f, 1.f, 1.f);
    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();
    glEndList();


    glNewList(SPHERE, GL_COMPILE);
    sphere = gluNewQuadric();
    glPushMatrix();
    glTranslatef(60.f, -50.f, -360.f);
    gluSphere(sphere, 20.f, 20, 20);
    gluDeleteQuadric(sphere);
    glPopMatrix();
    glEndList();


    glNewList(LIGHT, GL_COMPILE);
    sphere = gluNewQuadric();
    gluSphere(sphere, 5.f, 20, 20);
    gluDeleteQuadric(sphere);
    glEndList();

    glNewList(CONE, GL_COMPILE);
    cone = gluNewQuadric();
    base = gluNewQuadric();
    glPushMatrix();
    glTranslatef(-40.f, -40.f, -400.f);
    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);
    glPopMatrix();
    glEndList();


    glNewList(SHADOWERS, GL_COMPILE);
    glCallList(CONE);
    glCallList(SPHERE);
    glEndList();

    glNewList(FLOOR, GL_COMPILE);
    /* make the floor textured */
    glEnable(GL_TEXTURE_2D);
    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);
    glEndList();

    glNewList(LEFTWALL, GL_COMPILE);
    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();
    glEndList();

    floortex = read_texture("../../data/wood0.rgb",
			    &texwid, &texht, &texcomps);

    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, texwid, texht, GL_RGBA,
		      GL_UNSIGNED_BYTE, floortex);

    free(floortex);

    glEnable(GL_COLOR_MATERIAL);
    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);

    glutMainLoop();
    return 0;
}